The Enchanted Forest and the Extremely Important Pizza Pie: Building a Text Adventure for the Kid Who Thought Books Were Actual Magic
When I was ten years old, I discovered choose-your-own-adventure books and became convinced they involved some form of sorcery. The premise seemed impossible. You make a choice at the end of a page, flip to page 47 or page 83, and the story just continues perfectly from there. How did the book know what I picked? I genuinely spent weeks trying to figure out the trick. I was not the sharpest tool in the shed. Eventually it dawned on me that the authors had simply written multiple paths and the page numbers were just addresses. The revelation was both disappointing and fascinating.
That memory resurfaced recently when I decided to build The Enchanted Forest and the Extremely Important Pizza Pie, a React-based text adventure game inspired by those same books. This time I would be the one creating the illusion of magic, except with TypeScript instead of numbered pages.
The technical foundation is React 19 and TypeScript. I architected the narrative engine as a directed graph system where story logic lives completely separate from the UI implementation. The story data is structured as a strongly-typed collection of nodes. Each node contains narrative content, decision branches, and state triggers. TypeScript proved invaluable here. By enforcing strict type safety on node connections, I effectively eliminated dead ends and broken links at compile time. The user never hits a choice that leads nowhere because the compiler would not let me build the app in the first place.
State management uses React Context to handle dynamic elements like character selection and the Companion system. This allows the application to track complex user progress. Unlocking the Jazz Bees or rescuing Sir Quackalot gets instantly reflected in the HUD and available narrative options. The rendering layer stays lightweight, focusing solely on presenting the current state.
All the visuals were created using Google Gemini. I fed it prompts for whimsical forest scenes, quirky characters, and environmental details. The generated assets gave the game a cohesive retro aesthetic without requiring any illustration skills on my part.
Aesthetically, I focused on a retro-polished user experience. The interface features a terminal-inspired layout with pixel-perfect asset rendering using image-rendering: pixelated in CSS. The visual storytelling matches the whimsy of the writing. Everything feels like it belongs in the same universe, even though the narrative paths can diverge wildly depending on player choices.
This project demonstrates how data-driven architecture can empower creative content. The separation between story data and presentation logic means I can add entire new narrative branches without touching the UI code. It scales. It is robust under the hood while remaining magical on the screen, which feels appropriate given my childhood confusion about how any of this worked in the first place.






