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A Dark Room - minimalist text-based game

adarkroom.doublespeakgames.com

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Re: A Dark Room - minimalist text-based game

#241
post #206

I'm stuck in civilisation where I need steel to make the next set of items. Is there any more efficient way of producing steel than buying it in exchange for scales and teeth? Like a steel mine or a person like a tanner that can convert iron into steel?

you need iron mine and coal mine, then you can build a steelworks and allocate steelworkers

Re: A Dark Room - minimalist text-based game

#242
This game is highly addictive, and I thoroughly enjoyed it!

Some usability issues from memory for the next iteration (some that others have pointed out):

- The 'up' and 'down' arrows when allocating workers have a much-too-small clickable area. Compounding this was a slight offset between the arrow image and the clickable area

- Allocating workers & allocating the spoils after a battle both shared the problem of only being able to increment by one unit at a time. Lots of annoying clicking.

- When you hover over the worker allocation button when there are no workers allocated it doesn't indicate whether the various resources will be consumed or produced. You have to allocate at least one worker to find out this info.

- It took me ages to figure out that the 'gather wood' button is independent of the villagers gathering wood. I still don't really understand the relationship between 'check traps' and bait and allocating extra hunters/trappers.

- as mentioned elsewhere here, there's a popdown over buttons showing what resources are required by the button. This is incredibly annoying when it obscures another click target, especially during a fight.

- (As Aardwolf pointed out) When gathering the spoils or as an enemy denies, the layout changes and the buttons jump around, meaning it's very easy to unintentionally click on e.g. 'leave city'

- It's a bit annoying to have to switch between the 'raucous village' and 'small room' tabs to figure out which resources are low and how to allocate workers

- When you find fur etc. in the traps it should say how much fur is found

- It's kind of hard to figure out what resources are going where. Maybe each message from the stream of messages down the right hand could be positioned as a callout bubble beside the resource or item that is affected.

Hope this is constructive and super job — great originality!

Re: A Dark Room - minimalist text-based game

#243
post #152

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.

If the combat dialog and the post-combat dialog were spatially distinct, it would alleviate the primary problem. "stabslashstabslashstabslashstabslashleave.... nooooooooooooo!" If the combat action buttons didn't self organize, but rather sat in the same spot (perhaps in order of discovery?), then combat frantic clicking could be consistent. Also, sometimes the tooltip that shows the cost of a "shoot" hangs over the…

This... so much... I've died a couple times from this, actually...

Re: A Dark Room - minimalist text-based game

#244
post #149

Earlier quoted context omitted.

$('#roomPanel').width(350); See inside and outside at the same time

Here's a way to check traps, gather wood, and stoke the fire separately: var stoke = function(){if(!$('#stokeButton').hasClass('disabled')){$('#stokeButton').trigger('click')}} var check = function(){if(!$("#trapsButton").hasClass('disabled')){$("#trapsButton").trigger('click')}} var gather = function(){if(!$("#gatherButton").hasClass('disabled')){$("#gatherButton").trigger('click')}} g = setInterval(gather, 1000) c…

Was getting undefined errors with that..

This works:

function pushGather(){if(!$("#gatherButton").hasClass('disabled')){$("#gatherButton").trigger('click');}}setInterval(pushGather, 1000);

function pushCheck(){if(!$("#trapsButton").hasClass('disabled')){$("#trapsButton").trigger('click');}}setInterval(pushCheck, 1000);

function pushStoke(){if(!$("#stokeButton").hasClass('disabled')){$("#stokeButton").trigger('click');}}setInterval(pushStoke, 60000);

Re: A Dark Room - minimalist text-based game

#245
post #175

Fighting is funny - it's beneficial to keep all old weapons with you, then you can attack with 2 swords, shoot rifle and laser and use bayonet before the first sword timout finishes. Very addictive game.

How did you get a bayonet? I never found one.

In the sulfur mines. Last soldier, a veteran, attacks you with it and drops it afterwards.
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