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A Dark Room - minimalist text-based game

adarkroom.doublespeakgames.com

71–80 of 245 posts

Re: A Dark Room - minimalist text-based game

#71
I'm having a serious problem later on in the game when I have four different options on the screen during a fight. The hover resource-display obscures the action button and reduces the clickable area to a tiny sliver. I'm losing battles that I should be winning, a lot.

Re: A Dark Room - minimalist text-based game

#72
post #9

The 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.

To anyone else trying Candy Box, a few hints to get started: - Wait until you have 60 candies (new options appear) - Click the cowboy hat 4 times - Buy the wooden sword

You can also click on the lollipop to lower the prices.

Re: A Dark Room - minimalist text-based game

#73
post #18

In case anyone wants to accelerate the game slightly, but still play it as intended, set this in the Chrome console. window.Engine._incomeTimeout = setTimeout(Engine.collectIncome, 500) // default 1000 IMO it's not a cheat, because it just shortens somewhat tedious waiting early in the game, but doesn't alter it otherwise.

[deleted]

Re: A Dark Room - minimalist text-based game

#74
post #52

Warning: while the first part of the game works fine in a touch-based interface, a later section requires a keyboard. You'll be annoyingly unable to proceed on a touchscreen.

Just spent an hour before I hit this wall. So frustrating.

Even though it was surprisingly mostly playable on mobile (except: small buttons, tooltips)

Re: A Dark Room - minimalist text-based game

#76
post #48

I played this to completion a week ago. It can feel a little tedious st times, but this is usually because I missed something, and is ultimately well written at all stages. Keep with it and you won't be disappointed!

How does it end. I have the spaceship, but I need to go to bed.

Re: A Dark Room - minimalist text-based game

#77
post #75

Is there anything cool after getting the spaceship? I can't keep playing, but I will if I can get more of a fix....

Seriously... I just completed the spaceship sequence and I'm too mad to even react properly (per HN standards). I knew this was gonna happen and it did happen. Shame on me.

Re: A Dark Room - minimalist text-based game

#78

I'm having a serious problem later on in the game when I have four different options on the screen during a fight. The hover resource-display obscures the action button and reduces the clickable area to a tiny sliver. I'm losing battles that I should be winning, a lot.

Also, it would be really nice if there were arrows that increased/decreased allocations by ten as well as just one.

Re: A Dark Room - minimalist text-based game

#80
post #9

The 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.

And Frog Fractions is worth checking out if you like Candy Box.
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