Here's something I consider a problem: If you're in the cave, and something attacks you, at the end if you press "eat meat", sometimes, exactly at the point when you want to click it, the buttons become "leave cave" instead, and you accidently press that. Then, a next fight may begin, and you're at low health. Please provide some consistent way to heal yourself before a next fight.
World.water = 80; Path.outfit["energy cell"] = 80; Path.outfit["cured meat"] = 40; Path.outfit["grenade"] = 10; Path.outfit["torch"] = 10; Path.outfit["bone spear"] = 1; Path.outfit["iron sword"] = 1;
A Dark Room - minimalist text-based game
161–170 of 245 posts
Re: A Dark Room - minimalist text-based game
#162Earlier quoted context omitted.
If no one cares, why are there dozens of replies to this thread? More to the point, if at least you didn't care, then why did you comment? Why didn't you "just move on"?
He does not care about your minor decision, he is instead annoyed by your post to announce your minor decision to the world.
Well, I'm annoyed by these other people's announcements of their minor decisions to play this game despite it being a threat to their security and privacy.
So, I don't agree with the mouthbreathing masses. It won't be the first nor the last time.
You know these same people would probably be exploited by some dancing baby app, punch the monkey game, or porn app which they fell all over themselves to install, and then announced to the world how great it is!
Yeah, I don't want to be hacked or tracked like the rest of these morons are. Sue me.
Re: A Dark Room - minimalist text-based game
#163Seems to use the psychological technique of intermittent rewards to encourage continued clicking of "stoke the fire." Unfortunately after about 4 stokings with no new developments in the game, I got bored and quit.
Re: A Dark Room - minimalist text-based game
#164Pretty neat! I found a bug though. I think all my villagers got eaten by a best :( But it keeps saying "3" next to "gatherer", even though there are 0 people, it gathers 0 wood, it says 0/4 population, and the up arrows to increase other resources don't work. Very confusing.
Re: A Dark Room - minimalist text-based game
#165This reminds me less of parser-based text games and more of the 1990s hyperfiction like Afternoon, a story [1], Victory Garden [2] or 253 [3] and net.art like My boyfriend came back from the war [4]. Give those a look if you liked this. The hypertext novel 253 , which looks in the life of every passenger on a London Underground train, is probably the best starting point. Edit: Oh, and also Fallen London [5] and other…
By the way, and if you're at all interested in the history of hypertext fiction do watch this video: http://vimeo.com/15561443. The speaker in the video talks about a fascinating parallel culture of hypertext writers and readers who paradoxically seem to resist the idea of putting their creations on the Web. Instead, some of the authors choose to disseminate their works on physical media: floppy disks, CD-ROMs and now flash drives.
Re: A Dark Room - minimalist text-based game
#166Earlier quoted context omitted.
I think that would make it a bit unmanageable in the later stages, though.
Well you can easily switch back to default! Another tip for fighting: equip different weapons. I had only equipped the best weapon, as is customary in games, not knowing you can attack with all equipped weapons at once basically (each weapon has a separate timer). This makes a huge difference.
Re: A Dark Room - minimalist text-based game
#167The style of a minimalist interface that starts sprouting things, somewhat ASCII-game-ish yet also rather dynamic, reminds me a bit of Candy Box: http://candies.aniwey.net/ . It's an interesting UI and 'reveal' style for a game, and glad to see another one using it. Feels somewhat refreshing. edit: Ah ok, if you view-source it mentions Candy Box as an inspiration.
Re: A Dark Room - minimalist text-based game
#168Seems to use the psychological technique of intermittent rewards to encourage continued clicking of "stoke the fire." Unfortunately after about 4 stokings with no new developments in the game, I got bored and quit.
In this and candy box you're not really supposed to pay attention to the window for the first couple minutes. There is literally nothing to do. Then later once you're maybe 10 minutes in you can switch away for extended times if you want to wait for the continuous income, no need to press buttons, no 'intermittent rewards'. It could be changed but it's not actually depending on any kind of psychological tricks. The d…
Yeah, interesting call, that. When I played Candybox, I was told "before you dismiss So what it, wait until you get 60 candies, then shit gets real".
So, what does a self-respecting hacker do, when faced with 60 seconds of "literally nothing to do" ... except the challenge of opening the JS Console to see if I can make that counter run faster, preferably in less than 60 seconds? ;-)
(answer: yes, it was in fact fairly easy)
Re: A Dark Room - minimalist text-based game
#169And there went my whole night.
Re: A Dark Room - minimalist text-based game
#170Earlier quoted context omitted.
Get a burner machine or something. I've yet to have a js-based security problem.
"I've yet to have a js-based security problem." You mean you have yet to become aware that your browser has been owned through some Javascript exploit. Somehow that isn't very comforting to me.
Please don't assume that your abundance of caution entitles you to dismiss others as ignorant or indifferent to security matters.