@dalen lewin
Great questions!
The sword, skeleton key, ring, and magic book are all intentionally pretty overpowered items that unlock a huge number of actions in various scenarios. Because of that, I thought it would be more exciting to have to find one first before you can use it to start wreaking havoc on the world or whatever you want to do with it. If anyone disagrees with me, of course, they can use the Magician's Shrine (enabled in settings, but not available in the demo) to conjure any number of items that they want before they leave town.
All of the items available to take before the adventure are things you can obtain in the world, including the Magic Map! My hope is that giving players the option to take one item at the very beginning lets them choose what problem or problems they don't want to deal with right away. For example, if you don't want to deal with a bandit ambush right away, you can take the knife or the map to start.
The point of having an option to take nothing is that, that's what I want to do! Also, I'm planning to add, like, a Steam achievement for something like that, maybe even an entry in the Magician's Diary, not sure about that yet. But I'll add some sort of concrete goal-like thing for players to pursue if they want to get good at starting with nothing.
Thanks for the questions!!
Solo developer of
Upheaval, a text-based open world narrative roguelike!
Upheaval on itch.io (demo and alpha)Upheaval on Steam (demo only)Command line version supports screen readers. TTS coming to graphical version and mobile in the next update.