Well darren, the map is not large by mud standards, but when you considder having to balance food and water requirements it is pretty big, since until you've built some of the bigger items you just can't hold enough to get far. I also believe the map locations might be somewhat randomized, but I'm not sure on that one not having played many games, though from the looks of it the game does have a story with a what I believe will be a conclusion.

I only really have two issues with the game thus far, one miner and one major.

The miner issue is that the encounter with the scout offering to sell a map always shows up when i get back from an expedition. This is fine, accept it makes it a little difficult to read the history about what I brought back from the expedition, whether I died or not and whether I buy te new map or not.

The rather more major problem I have is that if you manage your resources correctly, the loot from exploration is a little superfluous, since most of what you get are what your minians are making by the tick at home, and since you can only carry a limited amount (especially with inventory juggling food and water), exploring really doesn't do much, particularly since though the game has unlockable skills (or perks as their called), you get no experience, or points or anything else for killing monsters, meaning that a lot of the random encounters are something of a waste of time.

Of course not everything! you find exploring is useless, and you can use it as a way to build items you can't currently produce resources for, but in general I would've liked to see a little more bennifit to that in the game, although I will explore around and at least try out every type of location there is on the map just for interest's sake, (particularly as there are some hidden ones including some that actually explain the world and story of the game).

I might contact the developers about this though, since it wouldn't be hard to add some experience into the game, or maybe some resources or items that are only! available by exploration, particularly as there really could be more weapons, container s, armor and other items in the game than what there are.

Beware the grue!

Dark.
----- Original Message ----- From: "Darren Harris" <darren_g_har...@btinternet.com>
To: "'Gamers Discussion list'" <gamers@audyssey.org>
Sent: Saturday, January 04, 2014 11:03 PM
Subject: Re: [Audyssey] A Dark Room, now an IOS iPhone game


So is it a large game would you say? How vast is the game world is it a game
with an end or is it something you just keep doing and doing?

-----Original Message-----
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
Sent: 04 January 2014 20:34
To: Gamers Discussion list
Subject: Re: [Audyssey] A Dark Room, now an IOS iPhone game

Hi.

Basically the game is a mix between resource management and an old fashioned

dungeon style rpg (it rather reminded me of a dos game like fallthru or
drone).

You have a village of slaves who work to get you resources like wood, fir,
scales, teeth and such. You can build different  buildings such as huts to
increase your population size, or buildings like a tanary, smoke house or
hunters lodge to give you access to other jobs to get more materials. That
end of things is sort of similar to castaways.

The difference however is that you use these resources to not only expand
your  village but also build  your rpg adventuring items, for example  to
enter dungeons and such you need torches which must be crafted from wood and

cloth, while the backpack needs making from leather.

The rpg end of things reminds me of fallthru, since you are limited in the amount of things you can carry by your equipment, so even when you defeat

a monster you might not be able to pick up all the loot, and you also need
to make sure you have enough water, food etc to travel around and have
encounters.

The game has some random events and  encounters, and various locations to
explore, though I've not got far in the exploring yet so I can't say how
things like dungeons work exactly, still it's an interesting one.

One very odd mechanic is that the game is actually real time like a mud, but

the developers have put a lot of work into making the game accessible. All
new events get instantly spoken, whether random occurrences or standard
things in your history, and even though everything in the game (including
hits in battle), works on cool down timers with percentages this presents no

access issues at all.

The only thing I haven't really got thus far is exactly how this fire thing
is supposed to work, since while I keep stoking the fire in the main dark
room hub of the game I'm not exactly sure what it does, though I'm guessing
bad things happen if you ignore it for too long.

Beware the grue!

Dark.


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