First off, nice work, I can tell you've put alot of effort into this so for that, great job :)
I'm going to split my post up into 2 sections, one part will contain feedback on the code, and one part will be on the actual game.
Disclaimer: I can be very picky with my reviews. Expect everything and anything to be analyzed. Also, if you take ANYTHING the wrong way in my post, then perhaps you shouldn't be asking for feedback (as I feel like I'm generally quite constructive with my feedback).
Code Feedback:
1. Space your code out a little more.
1 2 3 4 5 6
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if(Path1){cout<<LeftPath[x];} else{cout<<NoPath[x];}
// vs
if (Path1)
{ cout << LeftPath [x]; }
else
{ cout << NoPath [x]; }
| |
2. Break up your code into several files. There's no reason you shouldn't have a header as well as several .cpp files for your program. Currently, it's difficult to see the overall "flow" of the program.
3. Your code should be commented. I don't mean the obvious stuff like "oh, cout does this and blah blah" but the overall functionality of...each function. Erm, let me put it this way, if you came back to this code without seeing it for 4 months, would it be easy to continue with the project where you left off?
4. Look up function prototyping.
5. I absolutely hate goto's.
6. I find it odd you pass int score by value rather than by reference.
7. It seems like you aren't happy with your code ("the code is somewhat bad"), if you don't like it, fix it! :) Consider the time that you spend fixing up your code (so it's more organized/readable) as punishment for not doing it perfectly in the first place :)
Actual Game Feedback:
1. Neat main menu, I like it.
2. How To Play -> Some sentence structure and spelling errors here. Fix em up.
3. CH1: I liked how the main menu slowly came into view, you should implement something along those lines for your chapters so it isn't like BAM TEXT IN YOUR FACE BRO (which is something I've been working on in my project).
4. CH1: I would rework the sentence structure and the story a bit here. Why does the player have a sword randomly? People don't often wake up with a sword in their hand (maybe the player found it knocked out of his hand a few feet away so he picked it up?) Why did the player decide to explore?
Also, you can simply say "With nothing but a sword and some ragged clothes, you head off in search of information." or something like that, rather than saying "you don't have food."
5. CH1: "A wolf shows up charging at you" "You died!" I feel like this should be in red text as it's a very dramatic moment.
6. CH1: Places - This is REALLY neat, I'm always a huge fan of memory games. I feel like the person should be a different colour, as at first I wasn't entirely sure what I was doing, but if the two up arrows were a different colour I'd have caught on quicker (1:09AM FTL). Also, when I finally figured out the very last move, the text on the screen changed sooo fast I had no idea what the hell happened. Maybe put some mini-cinematic that shows you walking out of a forest? I don't know. Overall this was so cool though.
7. CH1: Overall: Really cool stuff. I think you should lean more toward the puzzle side of things rather than the player simply remembering which of the 3 options is the right one in order to progress. Not only are the actual puzzles more fun, but eventually you could randomize the puzzles to make it even more of a challenge from one game to the next.
8. By the way, you really should put your full name on your projects.
9. CH2: Can't seem to get the combination lock to work properly. I read the books and tried all sorts of combinations (including the combination the two books suggest), but no go. Maybe being tired is getting the best of me right now, but I'll try it again when I'm actually rested.
Overall, so far so good.
The puzzles in your game have been incredibly fun, where as randomly making a decision that gets me killed is pretty meh/boring (to be blunt - as a player, I don't really feel rewarded by "surviving" when I'd make the right decision, where as when I use my brain to figure out a puzzle, psychologically it's more rewarding - Zelda games, for example, are COMPLETELY based off of this "hell yeah, I figured out the puzzle" feeling).
I also really need to stress, the codeeeeeeee, the codeeeeeeeeeee. I could try to understand the flow of the program and how you coded it that way and why, but it would likely give me a headache. Don't take this too harshly, but for my standards, it's extremely messy and disorganized. Function prototyping, splitting it up into several files, good comments, proper spacing and variable/function naming will help fix this.
Literally, take an entire day, and spend 18 hours organizing your code (don't forget to make a backup of your program) so it looks GOOD. This is your work, so strive for perfection in every way possible. If you've fixed things up for 18 hours straight and still aren't done, then continue working on it the next day.
Edit: Just so we're clear, this game is awesome, and I'd definitely like a copy of it when it's finished to show to people (another reason why you should put your real full name in the credits).