Early on, we challenged ourselves to make the best game we could using the assets and functionality we had. Our goal was to keep the player entertained throughout the whole experience using only images, text based puzzles and well timed humouristic segments. Since the gameplay part of many text adventures tends to be quite tedious, we felt rewarding the player as often as possible was a necessity and humour was just one way of keeping the player interested.
We pushed ourselves to design puzzles which would require very little resources from the programmers and the graphical artists, but in the end would provide the game with reusable and engaging gameplay. For instance, puzzles where you combined things in order to create something were very prominent in the game, so we used clever phrasing of the text as well as the beautiful images from the graphical artists to make each puzzle feel unique, while still maintaining a sense of familiarity for the player.
After all, the graphical artists produced over eighty hand painted images over the course of eight weeks, just to meet the requirements given to us, so we didn’t want them to add more images than necessary.