Captain Disaster the Computer Game is the main home of the Captain Disaster adventure games and related projects by Dave Seaman. The site brings together information on the games themselves, along with screenshots, trailers, walkthroughs, media coverage and occasional side projects. Most of the focus is on comedy adventure gaming, with a mixture of freeware releases, commercial titles and experimental smaller works. No generative AI is used in any of the Captain Disaster games. I do experiment with AI in other contexts, and where I've blogged about these, I clearly indicate this.

Monday, 24 August 2026

Captain Disaster Episode 1: The Planet Eater of Acturus (short story)

Episode 1 - The Planet Eater of Acturus

“Why can't life ever be easy?” muttered Captain Disaster as he heard a terrible screeching sound emanating from somewhere underneath the cockpit. Still, it wasn’t as though his ship had exactly been in good nick to begin with.

His ship, if you could call a heap of scrap metal loosely held together by third-hand nuts and bolts a ship, was called “Disaster Area”. It was a particularly appropriate name, as it happened. All along the hull were dents to mark numerous collisions that had taken place with other ships, meteors, flying fish and even small moons. There were also blackened areas that commemorated various laser blasts. He had a name for each one and had even started talking to some of them. They were like old friends. One was called “Enterprise”. That one came from a security ship in a film set he'd inadvertently wandered into. The largest burn mark of all was called “Mummy”, not from any Egyptian curse but rather from the time his mother had tried to shoot him down in flames for leaving the gas on at home while he nipped down to the local shopping centre, five light years away on Ross 154.

She always did overreact, he thought fondly. And she'd looked quite surprised when he blasted her into oblivion. He’d set up the last few seconds’ video capture from her comms channel as his screensaver.

“Acturus-1 calling Disaster Area”, came over a message on his dead trendy headphones.

“Receiving you loud and clear, Acturus-1”, he said, in his best macho voice.

“Sorry about that. We had a slight problem with the hydraulic lock-pumps. I'm afraid we took the whole bottom section off your ship.”

“Yes. I know. I could hear it happening. And feel it happening. Also I had a lot of sensors setting off alarms and stuff. Also I felt a disturbance in the Force, though that may well have been last night’s vindaloo reacting to the Scum Light I’ve been drinking.” Disaster tried to sound cross, but he didn't really mind as he could now claim off the insurance. He'd been meaning to get a new set of wheels anyway, but just hadn't got round to it yet.

Maybe he could get a set that would actually turn now.

He was just about to land when he noticed that something was amiss. It took him half an hour to work out what it was, but in a flash he realised. The planet was no longer there!

CD checked all of his instruments very carefully, courtesy of “Very Careful Instrument Checking Systems PLC”, and then blinked a couple of times. But no, the planet didn’t come back. It was gone, as surely as the credibility of a cabinet minister who accepts invitations to tea from a Womble on Wimbledon Common at 2 o’clock in the morning, and then resigns because he's done nothing wrong. (And let me be perfectly clear on this, he was completely innocent and felt the compunction to resign for entirely separate reasons.)

The brave Captain pondered over the vanished world for some time. The only other occurrence of a whole planet disappearing was Pluto in 2047. That was because some fool had stockpiled five and a half million gigatons of nuclear explosives there and accidentally set them all off at the same time with an unfortunately timed sneeze.

“I would have noticed if a planet had blown up in front of me, wouldn't I?” he asked the ship's computer.

“Dunno. I suppose so. Even you, I think, would find it hard to miss an explosion of that scale, which measured a squillion on the Richter Scale. Unless you were asleep at the time, of course. Then it would take something significantly louder to wake you. Like the sound of all the lavatories in the galaxy being flushed at precisely the same time. Which as you know only ever happens when there's a Royal Wedding or a Spice Girls concert.”

Thus spake Zero-Bit, the ship’s computer, whose name would have been much cooler had it been Zarathustra. The name was chosen in an attempt to overcome Captain Disaster's inferiority complex. Unfortunately this didn’t work, as Zero-Bit had an IQ of significantly more than Captaino Disastero. Well, that is to say he had an IQ. Which is more or less the same thing.

“Yeah, alright Zero-bit. So instead of making smart remarks, why don't you tell me what you noticed? What happened to the planet?”

“Well, I should say that, in all probability, it vanished.”

“Howwherewhywhat?” gasped the Captain, without taking a breath or even breathing.

“It was probably de-materialized by an evil potent alien force into complete nothingness for the purpose of making an intergalactic causeway or something and what do you mean, what?”, replied Zero-bit.

“Quick, search all known theories as to why this may have happened!”

The annoyed computer replied “those are all the known theories, you anomaly of the space-time continuum!”. But then suddenly, and completely out of character, ZB stopped insulting CD and said something that was rather useful.

“No, wait! There is a reference... Something in Altairian mythology speaks of a monster that eats planets, and this creature is said to have never been quelled or subdued. It is conceivable that this legend is true, given current events”.

“Actually, I think that there's a lot of truth in these old legends”, said Captain Disaster by way of a startling revelation.

“Actually, I think that there's a lot of truth on these old legends”, said the Planet-eating monster, by way of an even more startling revelation. It really was startling. Look how startled I am and you'll see what I mean. Go on, look. What do you mean you can't see me? I'm here, aren't I?

There was the sound of a million trumpets, which shook space for light-years around. (Although, of course, it still wouldn't have been loud enough to wake up Captain Disaster. If he was asleep, that is. Which he wasn't. So I don't know why I mentioned it really. Never mind.)

“Pardon me”, said the embarrassed Planet-eating monster.

“Are you the Planet-eating monster?”, asked Disaster to the monster who filled up the viewing screen even though he was half an astronomical unit away, besides which he had a tee-shirt on which said “The Planet-eating monster's world eating tour 2039”, and a baseball cap (stupidly yet fashionably worn the wrong way round) which bore the legend planeteater@theendisnigh4u.burp.pardon.UK. Presumably he/it chose “UK” because, as we all know, the British are universally loved and admired by all. Of course.

“Yes, I am”, said the monster, “what are you going to do about it?”

“Quick, think of something!” screamed Disaster at Zero-bit. He was screaming because he had just realised the immense stupidity of trying to fight something approximately 896,245,671.4675332891 times bigger than himself.

“Run for it?”, suggested the computer sensibly.

“Where?”

“Anywhere!”

And so they ran. Or rather, sped away, in Disaster Area.

Quite what happened to the Planet-eater of Acturus is unsure. Many people say that he died of planet poisoning, but of course that was only the highly prejudiced people (well I suppose you could call them people… almost) of Delta Pavonis who made this claim. And that was only because of a long-standing feud between the two systems, all about a canister of unused fish oil... but that isn't important right now.

Personally, I think that the monstrously monstrous monster munched momentously, moreover making his way into the record books, only to be disappointed by the fact that he/it had only a very small speaking part in this story, the first of a series which is set to establish an all-time low in wit and ingenuity.

Still, you've got to start somewhere.

Captain Disaster, meanwhile, got a new set of wheels. His conversation with the claims department of “Don't Blame Us When It All Goes Pear-Shaped” went like this:

“I have a claim to make. For a new set of wheels.”

“Okay. Who were the other party insured with?”

“Um, they weren't. Well I don't know. They might have been. They must have been, I suppose.”

“Okay, I'm sure we can sort things out for you. Who were the other party?”

“Acturus-1 ground control.”

“Do you have a number we can contact them on?”

“Well, you might find it a little tricky to contact them. You see, the whole planet's just been eaten.”

“I see. So it's a cover-up on their part, basically.”

“You could call it that.”

“I think you should speak to our litigation department. Fraud is a very serious business, and by allowing themselves to be swallowed, the planet in question are basically accepting vicarious liability for any other crimes committed by whatever it was that ate them. I think this could be the biggest court case since Ian Paisley vs Everyone Else. It's all very exciting. I'm sure you're glad you insured with DBUWIAGPS.”

“So you're not going to pay for my new set of wheels?”

“No. Goodbye.”

Funding the new undercarriage proved to be quite easy, however. CD just sang at a local pub, and was fair weighed under with the deluge of money that was poured into his lap on the condition that he stop torturing everyone.

The wheels were a nice design, sort of like pyramids. There were little holographs of dragons portrayed on the sides of them.

They really looked quite impressive - and they even turned.

Occasionally.

Sunday, 26 July 2026

Dream a little dream of disaster...

I recently noticed that all three Captain Disaster games are currently on the GOG Dreamlist  (thanks to user @coffeecup for this, whoever you are!). Now I don't honestly expect much to come of this, but you never know - so if you feel like casting your vote for the games to one da appear on Good Old Games, check out the pages below:


Captain Disaster in: The Dark Side of the Moon

Captain Disaster in: Death Has A Million Stomping Boots

Captain Disaster and the Two Worlds of Riskara


In related news there is a game I worked on coming to GOG at some point in the coming months, but I'll post more about that when there's something more solid to report...

Thursday, 25 June 2026

Steam Summer Sale 26 begins...

So, folks, it's that time again - one day after Itch started its summer sales, Steam has begun theirs. My games there are on the same 75% discount as on Itch.


Captain Disaster in: Death Has A Million Stomping Boots

Nominated for 7 AGS awards and winner of 3, this comedy sci-fi point and click adventure game will have you puzzling and chuckling for hours. A simple delivery job turns into foiling an evil plot for galactic domination. Expect to meet crazy characters, solve devious puzzles, and groan under the weight of more puns than you can possibly imagine...





Snow Problem

Winner of Best Non-Adventure Game and nominated for Best Programming in the AGS Awards, this puzzler has you guiding snow from the top of the screen to the bottom - easy, right? Well, maybe not with so many things trying to get in your way. 100 levels plus bonus levels designed by players - and a built-in editor to make your own levels - there's really snow limit...

Oh - only one review away from having an overall rating on this game - so if you buy it and enjoy it, please consider leaving a review!




The Ancient Art of Staying Alive

Nominated for Best Non-Adventure Game and Best Programming, this was designed as a coffee-break type game where you could easily play for a few minutes at a time due to the very short levels. It expanded into something a bit more with the addition of boss levels and a turn-based mode (the latter a request on the Steam forums). Everything about this game is deliberately minimalist and very, very retro - I even added a loader with those lovely lines around the outside!






Wednesday, 24 June 2026

The Itch Summer Sale 2026 is here!

 Yes folks, as we melt due to the heat in the UK (with other countries looking on in disgust as if to say "you call THAT heat?!?", our friendly neighbourhood indie store has announced that it's time for a summer sale!

Not wanting to be left out, I've put all my stuff on Itch at a whopping 75% off the normal price - and even a bit cheaper than that if you take the plunge (tempting in this heat, no?) to buy everything at once - for the princely sum of $7. Yes folks, it's a deal too good to miss, unless you don't want it in the first place. Or something.

Er... so much like the post below this really, only for much longer, and a bit cheaper. What more could you want, eh?

At the time of posting, or near enough anyway, this is how long you have left to take up this most meritorious of offers:

Click here for the sale / bundle info!



Monday, 4 May 2026

May the Fourth be With You!

Yes it's that time again, Star Wars Day, and I decided to put all my Captain Disaster games / ebooks / audiobooks on sale at 70% off (at Itch). Then I decided to just put everything I had on the store on sale, and give an extra discount to those brave souls who decided to just buy the whole lot - for the princely sum of $9.00.

You can access the sale via this link.


This is what you'll get - 3 games, 4 ebooks and 1 audiobook set (short stories).



Tuesday, 14 April 2026

AGS Awards 2025


Better late than never, I thought I should do a write-up of the AGS Awards 2025. There was one very clear winner from the awards overall - Grundislav Games, with 4 wins including the coveted Best Game. Francisco has certainly come a long way since making the first Ben Jordan game! (Which was way back in 2004! Yes of course I just went and checked, my memory's not that good...) I also had the pleasure of briefly meeting him at Adventure-X 2014... okay, now I'm feeling old.


Another big winner is Knoodn, with 2 wins for the very retro BARBARIAN vs ROBOT. I helped a little with testing and voice acting for this game, and Timo is also someone I have actually met in real life, so this was another win that I was very happy to see. Since my first real experience of helping create an adventure game - which led to my further adventures with designing and creating games, along with voice acting - were in his game UNGA needs MUMBA - I'll always owe a lot to this guy. 😃 It was great fun voicing one of the characters for B vs R, and the retro look couldn't really get more retro. Well, unless, just perhaps, it was the next game I'm going to mention...

My favourite win was, however, that of Anomaly Resolution by Let'sGetCooking. Is it weird that I desperately wanted this game to win the Best Non-Adventure Game category, even though the only other game nominated for that category was my own game (AGSnake: The Last Bite)? Well, even if it was weird, it was definitely the case - Anomaly Resolution is a great mash-up of retro gameplay styles presented in glorious CGA (just look at those colours - all 4 of them!!). I had a blast playing it, and was very pleased that it won - thoroughly deserved.

The other winners were Beyond Booleans, Postmodern Adventures, Jabbage, Dave Gilbert, WHAMtampie85 and AGA. Very hearty congratulations to all!!

The full list of winning games is below:


Best Game of the Year

Rosewater


Best Freeware Game

BARBARIAN vs. ROBOT


Best Short Game

Snarl


Best Non-Adventure Game

Anomaly Resolution


Best Demo

The Dark Rites of Arkham - DEMO


Best Audio

Rosewater


Best Visuals

Rosewater


Best Writing

The Beekeeper's Picnic


Best Programming

Rosewater


Best Character

Old Skies (Fia Quinn)


Best Gameplay

BARBARIAN vs. ROBOT



Lifetime Achievement

WHAM - for his many years of let's play videos, his hilarious and engaging forum games, and always being willing to play devil's advocate on nearly any topic. After nearly 20 years here, he continues to be one of the more unique voices in the AGS community.

(Edit - can't believe I forgot to mention this - Tomi is the very first member of the AGS community that I ever met in real life, way back at Adventure-X 2012)


Best Innovation

tampie85 and AGA - for their tireless efforts designing, creating, launching, and maintaining the new AGS website and database



Now, just to get myself into the mode of finishing Captain Disaster and the Two Worlds of Riskara so that hopefully, it may win something in next year's edition of the AGS Awards...


Saturday, 28 March 2026

New release! At odds of 3,720:1...

I've just released a new game - still Captain Disaster-themed (albeit the most tenuous of connections!) - a short-session, browser-based game (still made with AGS, obviously) where you have to blast your way through an on-rushing asteroid field.

Check it out on Itch. Since I actually designed it from the ground up to be played in a browser, I'm not planning on releasing a downloadable version.

Yes, yes, I should probably see if I can work out how to have it available to play directly on this site... but in the meantime...


Thursday, 6 November 2025

Update on Captain Disaster and the Two Worlds of Riskara

This is a bit hard to write but I guess most people will have thought it's probable by now - I won't be shipping the game in 2025. It's so close to completion in a lot of ways but I've had difficulty getting the last few things done ready for a final test phase. There are numerous reasons behind this but suffice to say that creating a game of this scale in your spare time is a difficult proposition at the best of times - and certain circumstances over the past year meant I didn't have the best circumstances to be able to work on the game in the way I needed to. (Not looking for sympathy or about to go into details - it's just life, and like sentient pizzas wearing nose-glasses, it happens.)



Part of the problem has been struggling for motivation, which is again down to a few different factors - my recent small project (AGSnake: The Last Bite) was an attempt to get myself back into it. To some extent it's worked (and it was a project that had been in the back of my mind for some time - I'm pretty pleased with how it turned out)... I just need to find that extra 10% to push myself back into the zone. Well, maybe more like 20%. At most, 30%... but I digress...



On more positive news, I've had some great voicing completed in recent months to really bring the characters to life. The voice cast now includes Sally Beaumont, Katie Aitken, and AGS Forum alumni Durinde, SinSin, Cat, Mandle, Viking, TheBitPriest, ManicMatt - the biggest problem I have with the voicing now is that I often don't like my own voicing in the game! I may need to redo a lot of my own lines, but it will be worth it to improve the overall quality.

Anyway, my currently plan is to release the game early in 2026, but I'm not setting a definite release date yet (although I do have a particular date in mind) - I only want to release the game when I'm really satisifed that it's finished and as good as I'm going to be able to make it. In all likelihood, sales are going to be nothing life-changing, so from that point of view I don't have sales pressure to release it - on the other hand, I don't like feeling that I've let people down because I led people to believe the game would be released this year. But again, life happens - I'm not the first, nor will I be the last, indie dev who has to push back release - in fact two games I've backed on Kickstarter have announced that their games will now be out in 2026 (yes, that did give me a little push to make this announcement publicly).



Speaking of other games that are coming out in 2026, check out Confidential Killings by Brane - with graphics by Lorenzo, the artist for Captain Disaster and the Two Worlds of Riskara. It's an atmospheric murder-mystery - the demo will give you a really good idea of the flavour of the game.



Well that's it from me, for now. If you're looking forward to the game, maybe drop me a comment here letting me know - that could go a long way to helping me focus on the final development stretch!!


Sunday, 26 October 2025

New game released! - AGSnake: The Last Bite

For reasons beyond my understanding, I've wanted to make a Snake game in AGS for years. Needing a small side-project to help me focus my brain for the last development stint of Captain Disaster 3, I decided now was the time to make it. I had fun working out the game mechanics, how to track snake music and direction, collisions etc - yes you heard me, I found it FUN! - anyway, I added a few features to hopefully make it more fun, like power ups / downs and 2-player cooperative mode. 

 

Hope you enjoy it!


Incidentally, I subtitled it "The Last Bite" because it turns out that another AGS user had the idea of developing a Snake game with the name AGSnake - albeit, 14 years later, that hasn't been released (but don't give up hope, you never know!).



Editor's Note (24.04.26) - the game was nominated for Best Non-Adventure Game and Best Programming in the 2025 AGS Awards. It won neither, but the games that beat it were most definitely worthy winners, so I'm not complaining :-) To see the winners, check out this post.

Monday, 29 September 2025

Voice test - Corneliustin

Corneliustin was a fun character to write - he's kind of a cross between Stan from Monkey Island and Foghorn Leghorn. When we released the demo which had no voicing, I watched a few playthroughs where the person playing was adding their own voicing - and without exception, everyone voiced him as a Texan, so my writing must have been reasonably successful!

Here you can see - er, hear - Rob McManus with his spot-on interpretation of the character.

(Incidentally the sparks one the faulty control panel affect my first couple of words. It wasn't me doing weird things with my voice!!)


Sunday, 28 September 2025

Captain Disaster Audiobooks


A long time ago, in a galaxy pretty nearby, I started editing my original set of short stories starring the beloved space doofus and recording the results as audiobooks. I did the first five, and now I'm admitting defeat - I just don't have the time or energy to complete these. With the first 5 already recorded and available, I have made the decision to simply leave things as they are, but reduce the price from $10.99 (originally had 11 episodes to edit / record) to $4.99, to reflect how many episodes are actually available.





Below is an excerpt from Episode One, and the Itch page has excerpts for all 5 episodes.

Click here for the relevant page on Itch.


Thursday, 4 September 2025

Website milestone

In the big scheme of things it means nothing of course, but it feels quite significant to me - this website has now gone past 750,000 page views. Or, to put it in a way that perhaps sounds more impressive, three quarters of a million views.


That's all - it means nothing really, but I do love a good milestone! :-)


Of course, the next milestone is going to be one million page views - that's definitely something I never really thought about reaching when I first started this blog. It's small-fry in terms of websites and even blogs, I know, but it's still nice to be realistically looking at reaching that kind of target.


Sunday, 24 August 2025

Flash Sale (Captain Disaster in: Death Has A Million Stomping Boots)

Editor’s note (updated 2026): This post originally announced a limited-time flash sale for Captain Disaster in: Death Has A Million Stomping Boots. That offer has now ended, but the game is still available. 


Check out the Games page for more information.

Or, just case in awe at the beautiful alien clothes shop below. It's your choice.




Thursday, 14 August 2025

"So Retro" bundle offer

Editor’s note (updated 2026): This post originally highlighted a limited-time bundle offer on itch.io, where two of my more overtly retro-styled games were made available together at a reduced price until the end of August 2025. itch.io is an open marketplace focused on independent digital creators, particularly indie games, and it also allows developers to package titles together as bundles for special offers like this one. The specific promotion below has now ended, but the post remains as part of the wider history of how these smaller projects have been made available online. 


Until the end of August 2025, my two very, very retro games on Itch are available for just $1 each, or $1.50 for both!


Can you stay alive against the evil Crimson Tide Consortium in The Ancient Art of Staying Alive?

Can you guide enough snowflakes to their destination in the fiendish puzzle game Snow Problem?



Or even... get both?!!?!? Yes, two full retro game for less than the price of Horse Armour!




Monday, 11 August 2025

Riskaran Voices

I wish I had a really exciting announcement or update to give you, but really at this stage all I can say is that slowly, steadily, but more slowly than I'd really like, the voice lines for the game are getting recorded, edited and checked.

So... yeah, that's it really. Work progressed, wishlists (hopefully!) increase, and we edge closer to a release candidate. It's true that I've had a few delays with both my own voicing and some cast members, but I think it's fair to say that we're well past the halfway mark now.

Soon I'll post a video or two with multiple characters speaking so you can get a real feel for how the final game is going to be, but in the meantime here's a screen grab of a voice line cut out and ready to go into the game...



Tuesday, 29 July 2025

Developer notes for the Adventure Game Missing Word Quiz

This project took quite a long time and was a bit frustrating, for similar reasons to those I encountered when developing Noughts and Crosses and Wildards, Oh My! - for want of a better description, after a while the AI seemed to get "confused" about what was happening, and in fixing an issue, it messed up something that was working perfectly well before. (Admittedly I have encountered this phenomenon many times before with normal coding!) I used Gemini for this project - although in retrospect I should have used 2.5 Pro instead of 2.5 Flash - it has the advantage over ChatGPT that you can preview the running code in the console, which is a nice time-saver for testing.

As with most of the other projects, the initial phase got something working along the lines of what I wanted very quickly - in this case particularly, with gathering a lot of data and structuring it for use within the web page, the time-saving was fantastic. Then once again, just on the cusp if it becoming what I wanted it to, things started to go wrong. In my secular job I use AI for data analysis, drafting documentation and prototyping - and this is still where I believe the key benefits of AI exist at this stage, quickly putting something decent together that can be refined by humans (possibly with the assistance of AI, possibly without) - but that step from conceptualising to prototyping to the finished article seems, at present, to be a difficult hurdle.

After trying and failing a few times to get it to the state I wanted it to, I asked AI to take everything I'd already asked for and turn it into a comprehensive prompt to start the process from scratch (still in Gemini). This accomplished, I started a new conversation with this prompt and began again.

As it turned out, there was still a long way to go. The game was working absolutely fine until I asked it to introduce an extra step to choose the game length (10, 20 or 30 questions) - something about the code logic was failing here, and I couldn't get it right. One of my rules for this experiment of using AI to create small JavaScript games was that absolutely everything had to be done by the AI - so I didn't investigate the code myself or make any changes. Eventually I had to abandon this idea and go with a straight set of 20 questions each time.

Again, when I asked it to add social media buttons it worked great, but when I wanted to add a tweak later, things started going wrong. Now I must admit, my knowledge of the limitations of vanilla JavaScript is very... well, you know, limited - so perhaps the AI itself was not entirely the problem here, although eventually I did get it to work how I wanted it to (or at least, I think I did).

There was also the odd case of some hallucinating publisher information - it came up with a fictitious publisher for my own Captain Disaster games, and when I pointed out this error, it hallucinated a different publisher! (By "fictitious" I mean it was not the publisher for the games, not that the publisher itself didn't exist.) I solved that - I think! - by telling it to use the developer name for indie games where no publisher was specified. 

I ended up using about 50 prompts to reach this stage, and I realise now that I added things at early iterations that I should probably have removed (or realised would not be needed later) - for instance, I started by getting it to pull the game titles of just the major series first - Monkey Island, Broken Sword, Tex Murphy, King's / Space / Police Quest - which obviously created a lot of duplication in my early tests. So, I added the key title words to the exclusion list (so they wouldn't be repeatedly used when the game was played) - this made sense at the time with a database of about 30 games, but with it expanded out to the current list of 217, it would actually be better to take them out of the exclusion list. (I'm a little reluctant to do this now, given that previous simple requests have caused other things to fail!)

All in all, this has been an interesting development project and I'm reasonably happy with the end result (not saying I won't necessarily tweak it occasionally, of course!) It's been interesting comparing the strengths and weaknesses of this development methodology compared to my normal coding efforts. Other AIs - especially paid ones or those developed specifically for coding modalities - may be better, but for the purposes of my experiment, I'm only using free models. There are ways in which AI can aid the coding flow, but certainly at this point any idea of AI replacing that flow seem a long way off (I'm not saying it would be desirable for that to happen, I'm just considering what is possible).

If anyone else out there wants to create apps with AI, it is certainly possible - but being able to clearly states your requirements and have an understanding of the underlying logic in the code, even if not the code itself, is important. I guess this was actually a moderately ambitious project given my self-imposed limitations, but it's something I'd had in mind to do for quite some time.

Anyway, I'm probably going to leave AI alone for a while as I have lots of voice lines to process for Captain Disaster and the Two Worlds of Riskara (no AI code, art, music, voices etc in that one!! 😎 Just lots... and lots... and lots of work...)

Monday, 28 July 2025

Adventure Game Missing Word Quiz

Adventure Game Title Challenge

Adventure Game Title Challenge

Score: 0/0
[____]
Year: N/A | Publisher: N/A

 




This is a small browser-based quiz built around adventure games, using a missing-word format to test players’ memory of familiar titles, phrases or conventions from the genre. It was created as one of my AI-assisted JavaScript experiments, with the aim of producing something lightweight, playable and a little nostalgic for fans of classic adventure gaming. 


Developer notes for this game.