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This prototype explores how LLMs can be used as dynamic game masters for small narrative games. Rather than relying only on fixed parser commands, the system accepts natural language actions and interprets them within a controlled horror setting.
The AI is guided by a custom system prompt containing the game’s tone, world rules, locations, object logic, narrator behavior, and boundaries for player agency. The goal was to preserve the atmosphere of a traditional text adventure while allowing more flexible, reactive play.