Thanks Phil for letting us know about the game and thanks dark too for some
extra info on the game as well. sounds really good and just downloading it
now looking forward to giving it a go.


Paul 

-----Original Message-----
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Phil Vlasak
Sent: 04 January 2014 17:15
To: Gamers Discussion list
Subject: [Audyssey] A Dark Room, now an IOS iPhone game

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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