A Dark Room
By Amirali Rajan
Description
An unforgettable journey that starts small and slowly becomes much, much,
more.
A minimalist text adventure by Michael Townsend.
Developed at doublespeak games and inspired by Candy Box.
There are several locations that the player will encounter throughout the
game. Performing certain actions, building
different structures, purchasing key items, or finding special areas on The
World will unlock specific locations.
The player begins in A Dark Room. The only option presented to the player is
to light the fire.
Once the dark room is lit, the room will become A Firelit Room. The Firelit
Room can be upgraded to allow the player
the ability to build a variety of structures, craft weapons or supplies, or
buy resources from the Trading Post. The
Room will report its temperature and the status of the fire whenever
entered. The fire may be flickering, burning, or
roaring, which will cause the room to be mild, warm, or hot respectively. If
not stoked for a period of time, the fire will
degenerate from roaring to burning to flickering, with the room cooling as
it goes. If the fire tries to fall below flickering, Builder will stoke it
automatically to keep it lit. Since Builder generates a constant +2 wood per
10 seconds, it would seem to be impossible for the fire to actually go out
(and the room to drop back below mild) once burning.
If the temperature gets too low, the builder refuses to build. Other than
this, the state of the fire and temperature of the room do not appear to
have any impact on the rest of the game after the builder recovers, apart
from causing a Buildings
constant slow consumption of wood.
awake. head throbbing. vision blurry.
A Dark Room Version 1.2
Enhancements for the vision impaired.
$1.99
Updated: Jan 03, 2014
Version: 1.2
Size: 5.3 MB
Language: English
Seller: Amirali Rajan
Rated 9+ for the following:
Infrequent/Mild Horror/Fear Themes
Infrequent/Mild Mature/Suggestive Themes
Compatibility: Requires iOS 7.0 or later. Compatible with iPhone, iPad, and
iPod touch. This app is optimized for iPhone 5.
https://itunes.apple.com/us/app/a-dark-room/id736683061?mt=8
Tools.
The only tool in the game, the Torch provides the player with the ability to
venture into dark or dimly lit dungeons encountered on The Barren World.
Torch.
"a torch to keep the dark away"
Cost:
wood: 1
cloth: 1
Upgrades.
Upgrades provide the player with permanent benefits for when they traverse
The World; from greater water reserves, to additional carrying capacity, and
increased health.
Waterskin
"this waterskin'll hold a bit of water, at least"
Increases water reserves to 20.
Cost:
leather: 50
Cask
"the cask holds enough water for longer expeditions"
Increases water reserves to 30.
Cost:
leather: 100
iron: 20
Water Tank
"never go thirsty again"
Increases water reserves to 60.
Cost:
iron: 100
steel: 50
Rucksack
"carrying more means longer expeditions to the wilds"
Increases carrying capacity to 20.
Cost:
leather: 200
Wagon
"the wagon can carry a lot of supplies"
Increases carrying capacity to 40
Cost:
wood: 500
iron: 100
Convoy
"the convoy can haul mostly everything"
Increases carrying capacity to 70.
Cost:
wood: 1000
iron: 200
steel: 100
Leather Armour
"leather's not strong. better than rags, though."
Leather Armour. Raises the avatar's HP to 15.
Cost:
leather: 200
scales: 20
Iron armour
"iron's stronger than leather"
Iron Armour. Raises the avatar's HP to 25.
Cost:
leather: 200
iron: 100
Steel armour
"steel's stronger than iron"
Steel Armour. Raises the avatar's HP to 45.
Cost:
leather: 200
steel: 100
Compass
Unlocks The Dusty Path. When first purchased, it will point in a direction
of interest.
Trade Cost:
Fur: 400
Scales: 20
Teeth: 10
Weapons
Weapons provide the player with a means to defend themselves while
traversing The World. Weapons can either be crafted, traded, or found in a
variety of locations throughout The World.
It is important to note that with the exception of the Fists, carrying
weapons does not override the ability to attack with either weapon; this
means that if the avatar is carrying both an Iron Sword and a Steel Sword,
they will be able to both "swing" with the Iron Sword and "slash" with the
Steel Sword, and both weapons will experience cooldown timers independent of
each other. In this way, it is typically advantageous to carry a variety of
weapons, as their carrying cost is generally outweighed by the benefit to
simultaneously attack with multiple weapons in battle.
Carrying more than 1 of any single type of weapon does not allow the avatar
to attack twice with that weapon without a cooldown.
Fists
verb: punch
type: unarmed
damage: 1
cooldown: 2 seconds
Bone Spear
"this spear's not elegant, but its pretty good at stabbing"
verb: stab
type: melee
damage: 2
cooldown: 2 seconds
weight: 2
creation cost:
100 Wood,
5 Teeth
Iron Sword
"sword is sharp. good protection out in the wilds."
verb: swing
type: melee
damage: 4
cooldown: 2 seconds
weight: 3
creation cost:
200 Wood,
50 Leather,
20 Iron
Steel Sword
"the steel is strong, and the blade true."
verb: slash
type: melee
damage: 6
cooldown: 2 seconds
weight: 5
creation cost:
500 Wood,
100 Leather,
20 Steel
Bayonet
verb: thrust
type: melee
damage: 8
cooldown: 2 seconds
weight: 1
trade cost:
500 Scales,
250 Teeth
Rifle
"black powder and bullets, like the old days."
verb: shoot
type: ranged
damage: 5
cooldown: 1 seconds
use cost:
1 bullet
weight: 5
creation cost:
200 Wood,
50 Steel,
50 Sulphur
Laser Rifle
verb: blast
type: ranged
damage: 8
cooldown: 1 seconds
use cost:
1 energy cell
creation cost:
Cannot be created
Grenade
verb: lob
type: ranged
damage: 15
cooldown: 5 seconds
use cost:
1 grenade
weight: 1
trade cost:
100 Scales,
50 Teeth
Bolas
verb: tangle
type: ranged
damage: stun
cooldown: 15 seconds
use cost:
1 bola
weight: 0.5
trade cost:
10 Teeth
Bullets
Used in conjunction with the Rifle.
Weight: 0.1
trade cost:
10 Scales
Energy Cell
Used in conjunction with the Laser Rifle.
Weight: 0.2
trade cost:
10 Scales,
10 Teeth
http://adarkroom.wikia.com/wiki/Items
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