Hullo! Thank you for sharing
While what @Someone as said is true and the game’s interface is just what’s needed for a different kind of game from traditional text adventures, there was some purpose do the UI decisions I made while designing the engine. I wanted to provide analogue interfaces for navigating a text based environment - something that works with mice, gamepads and accelerometers and gives more of a sense of actually “looking around” than typing the word “look” does.
The general concept evolved out of considering, “What would a VR-friendly text adventure look like?” When there’s 1:1 mapping between head movement and in-game camera orientation that’s supported both by background colour tinting and positional audio, the effect is pretty neat
I’ve put specific effort into making sure that the game works well without a HMD - in fact, I didn’t end up doing HMD testing with Spicy Meatball and I’m sure that it works better with mouse and a normal monitor at this point
@Someone A quick note on that spoiler. You’re meant to hear voices on the other side of the yellow door no matter which entry you decide to take - if you’re not seeing/hearing that, then that’s a bug and I’d love to see your game log!