Big Deal, Oh! (TALP)
Hello, and welcome to my entry for TALP 2026: Big Deal, Oh!
ABOUT ADVENTURON
It's a parser game written in Adventuron, a programming language built by Chris Ainsley specifically for that. Adventuron is simpler than Inform 7, which I usually write in, and while it's not as powerful, you can build something parser style right out of the gate, and it's very intuitive. It also includes things like graphics, hyperlinks, text color, and keywords more easily. This sort of thing was more difficult back when Inform 7 was created, and it's neat to have a language that addresses what are the new basics. Adventuron's more dedicated to classic text adventures then the story side of interactive fiction, so it suits my style, but all the same time I don't want there to be no story.
I wasn't planning to participate in 2026, even though I enjoyed participating in 2025, because I wanted to at least have something that matched up somewhat with the theme. I didn't see myself doing this with archeology, but then, the game title hit me, and then I got the name of the first room. Things dripped in from there.
ABOUT BDO
BDO uses a simplified parser where you need to X or EXAMINE things in the game world so your character knows more about them. For instance, if a rock is hiding a key, you may know there's a key there if you use a walkthrough, but you will need to X ROCK before you TAKE KEY. Where BDO diverges from a standard text adventure is that it has you guess certain verbs or word pairs to gain points. BDO chooses to tally points with SCORE, or a number in the upper right corner, which many classic adventures did, although the practice is less common now. In some cases it does get in the way of a story, and the writers find that showing and not telling how far you are along works better. They have a good point. Some games I enjoy a lot rightfully ignore this, and no score is now the default for Inform 7.
BDO risks breaking one of the rules of Graham Nelson's Adventurer's Bill of Rights, which is that players should not have to guess verbs. Every point in BDO is a verb to guess, so in this respect, it's not a mainstream introduction to text adventures. But these are all intended to be clued by location or item names. I'd like to say more, but it might spoil things. The hope is that early dialogue and things you find will clue you as to what this is.
In other respects, though, I wanted to keep BDO standard. BDO also uses the four main directions (NORTH, SOUTH, EAST and WEST, or their abbreviations N S E W) and has an up-down passage to open. There are twenty rooms total, and the map is symmetrical. Because TALP is about introducing people to text adventures, and also because I want experienced players to have an intuitive feel for the map, I wanted to do this. (It made my own testing efforts easy, too!) Observant players may note the PNG map provided on this page is not symmetrical. I had a choice between keeping the map symmetrical or moving the underground room away from its room above and expanding the map.
BDO also doesn't heavily use some of the other standard verbs including TAKE, DROP, PUSH and PULL. Implicit taking is a fancy name for "don't make the player TAKE something they revealed," and it's a bit of a convention that the parser shouldn't make players do too-obvious things, or that TAKE will say something like "the item is just out of reach. You need a ladder." to indicate a puzzle. There is also implicit DROP. Inventory management was a problem in early puzzle games, but modern text adventures make an effort to streamline inventory and either destroy items once they're done or have a mechanism to say "This item's not useful any more."
Small spoiler as a reward for reading this far. There will be an item to DROP. But you can't quite DROP it! (I'm still not quite sure how well I cued that puzzle!)
BDO also offers a 17-step tutorial at the beginning, as requested by the comp. It's optional. On the one hand, it's on rails, and it gets you started, but on the other hand, well ... it's on rails, and it gives you a few spoilers. It also has you attempt one puzzle before you are ready, so you are exposed to the THINK command which tracks what you've done. It goes through basic meta-commands (commands where you-the-player get information that you-the-character doesn't need) like ABOUT and VERBS and then basic commands usually supported by text adventures such as X ME and I, which is short for INVENTORY.
I've tried to provide a reasonably robust hint system if you want it, with the command THINK (mentioned above) and HINT, which gives progressive hints. Many classic text adventures did not do this, partially because they didn't have a lot of competition, so you could waste a bit more time on one game. Also, they may not have had the memory space. Adventuron allows this, with a CYCLE/PRINT/PRINT/PRINT construction.
BDO also features the option to color important text, so the phrase guessing is not too tricky It already colors text for regular commands and options. And a lot of green text is presented as links. These are generally to the competition, or to people who have helped me push this game through on a relatively short deadline, which is my fault. Colored text is the sort of feature that seems trivial now, but it wasn't in the days of Infocom. But it seems a new programming language should offer an easy way to produce it.
BDO also has 10 points bonus points scattered around. These are not highlighted in the comp version as I didn't have the time, but a list will be there post release, with better hinting. You keep bonus points across replay. There's also a small author's cut if you replay, about the graphics for each room, but since it's the TALP competition time, I hope you find time to visit all the other games first. I know both as a participant and a judge, I've really enjoyed the variety that games give, and those prospectives they give to say, well, it really helps to know THIS about parser games, something the other games didn't cover, because they focused on something else.
TECHNICAL STUFF
To start/stop a transcript, type TSTART and TSTOP. The source code repository is here. You can report an issue there or in the comments.
| Status | Released |
| Platforms | HTML5 |
| Author | Andrew Schultz |
| Genre | Interactive Fiction |
| Tags | Text based, wordplay |
| Content | No generative AI was used |
Download
Click download now to get access to the following files:
Development log
- Version 1.4.0: BONUS command, with 2 new points43 days ago
- Version 1.3.0: map revamp and new bonus points44 days ago
- Version 1.2.0: (first) post-comp release, mostly fixing HINT45 days ago
- Version 1.1.1: small fixes74 days ago
- Version 1.1.0: I uploaded the wrong build, plus I added a one-line feature!75 days ago

Comments
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I've been told to report on the 67 in Demo Meadows, which is a shame because I actually had a pretty good run and enjoyed it so far
Belated thanks, I *hope* this is fixed in the latest build if you're interested. I actually think this was an erroneous fallthrough -- the TLDR is that I had a "return;" inside a loop when it should have been outside. I had a lot of work to do with the hints. It feels like there might be some special cases still to knock out, but this one seems fixed.
Here's a minor bug report:
nsgre trggvat gur fbyq thvqr naq gur pbby cyna, tb gb gur Bhgre Gbjre naq glcr UVAG. Nccneragyl guvf tvirf n zrffntr gung V'ir "snyyra guebhtu gur uvagf", jvgu gur ahzore 55.
Very very belated thanks on this one! That's a good bug to find. I figured something like this might slip through. It's a few lines of code fix. Thanks for checking my game out too. Hope you're enjoying the other TALP entries.
Hi Andrew! I'm having fun playing this, but I ran into a bug that I think is making it unfinishable. In rot13:
Ragrevat gur pbzznaq "uryc pneq" nsgre svaqvat gur xryc (uneq) tvirf gur fgnaqneq "uryc" erfcbafr ("URYC vf n ovg nzovthbhf. Vg'f abg pyrne ubj zhpu uryc...") vafgrnq bs genafsbezvat gur xryc vagb n pneq, nf gur jnyxguebhtu fnlf vg fubhyq.
I also noticed a bug with the hints in the Streaky Cove; after finding the key object there, the hint said "You are done here", even though I hadn't yet done the crucial action.
Thanks for the report! The culprit was a build error. I'm sorry about this -- I recognized this sort of thing happens if I put too much off, but I may've tried to add too much. https://andrewschultz.itch.io/big-deal-oh/devlog/1507726/version-110-i-uploaded-... has the details. TLDR is I moved puzzle mechanics code from the west side room to the east side room but forgot to move the description code until a tester showed me and I fixed stuff.
You're not the first person to report this, and a voice in the back of my head told me not to add too much on the final day, even if it was relatively low-risk, especially since I always seem to find a way to bungle uploading stuff to Itch.
The TLDR is that you can see the end in the new version by typing TESTJUMP PERCH to get to where you have 26/29 points and are just south of the gate, and the rest should work, with the scenery you ROT13'd now in the correct place to the east. If you use the old version and go west and type your command, you'll get a point but (small voice) I delayed typing the conclusion in until the final day, so it just says "Narrative text." So I think it's better just to see the end with the TESTJUMP command.
I'd have gotten away with doing stuff so close to deadline if I'd just remembered to run a certain script. Because I didn't, I pulled an old version of the HTML file I compiled at 8 AM, not the very latest. I compiled just before 7 PM, which had a lot more low-risk things I implemented on the final day including implementing a lot of objects. (I could/should have uploaded a new build immediately once I fixed the bug! And I didn't give myself time to check the published-on-itch version. There are so many ways I could've worked around all this!)
The hints were also targeted with the final day's changes and so did not make it up. They still may be a bit wobbly. It's a long story but TLDR is, I had the HINT _ code rely on the number from X ME, and the I checked this *before* the loop for giving hints. So the game did very badly about offering hints when the next act wasn't a point solving action.
I have a testing command that shows the results of typing HINT each move, and I'll need to use it during a walkthrough to catch straggling cases.
Thanks again for finding good bugs. The HINT was a feature I thought I could build on, given that I cut/pasted a lot of code from other games. And I realized there would be some confounders. But there were more than I thought.
Thanks for the update! Just finished it, and had fun replaying to see the graphics notes! The art is always a highlight of your Adventuron games.