Re: [Audyssey] MindCraft for the blind.

2014-01-04 Thread Dallas O'Brien
no shaun. we perhaps aren't mainstream. but yes, there its lots that
can be done in sound. i agree, there are limits to sound over visual
elements, but it actually doesn't have to be as simplistic as it
currently tends to be.
as for the online thing, well, i'm sorry, but if you look at the
amount of people playing online, to the amount that don't, the online
stuff is the thing now. agreed, there are those who don't. but
generally, online play is where it's at now.
dallas


On 02/01/2014, shaun everiss sm.ever...@gmail.com wrote:
 dallas we are not mainstreamed though we are blind.
 There is only so much that can be done with sound.
 As for online I have never been that sort in fact there are friends I
 have that really hate the online side and don't have cash for extras.

 At 08:40 AM 1/2/2014, you wrote:
ahh yes, but we are forgetting one thing here. I am sorry to the devs
out there, but most games we have, are no! where, near, main stream.
it's just a fact. so yes, we pay about what sighted people do. but the
replay ability of a game they buy, tends to be miles higher. how ever,
as has already been stated, the audio game creators, are making games
for a limited market. I think this is why audio games on iPhone have
taken off, partly because it's not just us that play them. so the
market is larger. so a 5 dollar purchase for their games, may seem
like a relatively low amount to us, but the amount of purchases they
get, makes that price quite effective.

now, as for an example given earlier, lets take tank commander. you
say this is nearly main stream? I say, not even close. I mean, just 7
or 8 levels? most tank games you get out there, even for free! have
like, thousands of levels. let alone the fact that the games are
fairly graphically intense, they have huge replay ability, because of
random map creation, random things happening, and so on. so in stead
of having level 1 being one map, and you know it all the time, you
might start the game, and yes, you'd be on level 1, but the map would
be different every time. small things like that, make things far more
interesting, and replayable. having the same map over and over, makes
it way too easy for people to know exactly how to get through that
level. makes it more interesting if there is some kind of randomness
to  it. sure, make it so that you start on the south side, and you
have to make it to the north side somewhere to level up, ... but other
then that, the map in between is random, and you really don't know
what you will be coming up against. so in stead of full speed ahead,
you'd have to be more careful, and investigate the area you are
working through.
so on and so forth. there are many reasons why things like tank
commander and other such games, are not replayable past a certain
point. and of course, the other options for game devs, is to bring out
a game at  a nice low price, and yes, you'd be able to play it, and
it's a full game in and of itself, but perhaps they could sell packs
that add functions to it, or adds new weapons / enemies, and so on.
and perhaps each pack would only cost maybe 5 bucks. lets say the game
also costs 5 bucks. if those packs add new functions, I'd be buying
the packs. now lets say I have had tank commander for a year. well? so
what. I've already beat it, and it's useless to me. now lets say that
David came out with a pack, an add-on, that would add another 50
levels. or new weapons to my tank. new enemies I have to fight, random
effects happening to my tank to bring me to a standstill while I
repair it, ... so on. that would drastically increase the replay
ability of the game. right now, tank commander is useless to me, as I
have completed it.
and, mind you, it took me all of 3 days to complete. so, was the price
really worth it? not really. but that's what we have to deal with at
the moment. and it really doesn't have to be that way. even if we
don't quite work the same way as mainstream, games shouldn't have just
a few levels, and that's it. specially when the price is up over 30
bucks. even TDV isn't outside my complaints. yes, it has a cool
mission mode. and don't get me wrong, they've done a fantastic job on
it. but, ... it's a single mission. once I've completed it, that will
be it. that function will be of less use to me. now, of course, they
are working on the online side of things, and that offers far greater
possibilities. and I think this will be the saving grace for TDV. the
online side. because, and I'm not joking here, sighted players have
been playing with, and against, their friends online, for over 15!
years! lol. it's time we caught up. playing against a computer is one
thing. it's mostly predictable. but playing against a human, is far
more interesting, and replayable.
I'm not saying that the devs out there aren't doing a good job with
what they are making. I'm simply saying, it's time to bring these
games up with the times, and at least provide online play. that solves
a lot of the problems when it 

Re: [Audyssey] I fancy playing something new. Was Re: The red herring of visual game recreation, was: MindCraft for the blind.

2014-01-04 Thread Devin Prater
Hi all. I really wish I could find a way to run those games on the mac, or
find a windows emulator of some sort. I've thought of another way of
multiplatform. What about the web? I know there are a few simple web games
on the experimental audiogames site, but what about longer games? Could a
web app be that full of features? I could see a good MMO with a dumb client
and a smart server, like RS games. Or maybe put a tad bit more load on the
client, as Klango did. Would this be possible? Also, there could be two
versions: an audio version and a text version. Perhaps, the audio version
could just be the text version with something like if you take the sword
is played, then play sword_taken.ogg. The remainance of the text version
would be for older browsers or for times when you just want your
imagination to create the scenes. I would imagine interaction would be, for
the audio version, using the arrow keys, with quicknav or similar modes of
screen readers turned off, to navigate the world. I'm not sure how you'd
manage sterio or 3d audio, but I'm sure browsers, or at least Java, would
have this option. In the text versions, it'd be more like gamebook style,
with links. The audio version could have these underlying links as well,
just like, when you get to the object you want, and press enter on it, that
link would be activated, but the user wouldn't know that. Also, moving
around would be the same, except the player wouldn't have to click on a
link to keep moving into a different room, the link would automatically be
activated when the user  reached the boarder of the room and that next
room. I hope this isn't too complicated, and is probably very simple
compared to what could be done with HTML five technologies.


On Fri, Jan 3, 2014 at 1:45 AM, Thomas Ward thomasward1...@gmail.comwrote:

 Hi Lindsay:

 Well, off the top of my head have you tried any of the Japanese audio
 games? Those are pretty action packed,a and are decent games once you
 get them setup and configured for an English speaking player. Other
 than that I can not really think of anything new and free. Could you
 be more specific as to what kind of game you are /looking for?

 Cheers!


 On 1/1/14, Lindsay Cowell lindsay.cow...@virginmedia.com wrote:
  Hi All,
 
  I fancy trying a new game. Something with a lot of action. I sadly can't
  afford to buy any games, so are there any free ones with a lot of action
 in
  them? I love taking things apart.
 
  Lindsay Cowell
 
  -original message-
  Subject: Re: [Audyssey] The red herring of visual game recreation, was:
  MindCraft for the blind.
  From: Ian Reed supp...@blindaudiogames.com
  Date: 01/01/2014 4:30 pm
 
  Hi Dark,
 
  I too dislike 1D side scrollers and after trying a few I was put off of
  trying more.
  Because of that I may not have a good concept of which games actually
  stretch that boundary and become more 2D.
 
  Fortunately I finally tried bokurano daiboukenn 3 yesterday and was
  quite impressed.
  It is a fully 2D platformer.
  Your character is one space tall and can jump 3 spaces higher than
 himself.
  The jumps seem somewhat analog since if you want to jump onto a high
  ledge that has a gap underneath it you must make sure to move to the
  right at the middle of your jump rather than right after you jump.
 
  While I think it is still far more difficult than playing a mainstream
  platformer with vision it does work reasonably well.
  I think there are a few more improvements that could be made, but the
  author has done a good job and any developer wanting to experiment in
  this area should try BK3 first to see how the author has solved some of
  the problems so they don't go re-inventing the wheel.
 
  I know you're not excited about going through the setup required to play
  Japanese games.
  I was not either, which is why it took me 4 and a half months since
  Bladestorm360's Guide to playing Japanese games and Clement Chou's
  earlier guide before I finally got setup.
 
  I ran into 2 hitches during setup which were quite frustrating.
  The first was getting the Japanese keyboard installed because NVDA
  reported a treeview item as a list view item and so I did not realize I
  had to expand it to get down to the actual check box items.
  You might not hit the same issue since we are running different versions
  of Windows and different screen readers.
  The second was because BK3 did not output to the clipboard by default
  and I had to use control C to grab the Japanese text of the screen
  before using instant translate to convert it to English.
  Once I got BK3 copying it's output to the clipboard the process became
  much more smooth.
 
  I recommend finding some time to devote to getting through the Japanese
  game setup process.
 
  If you're not ready to do that yet then you should try a game called 2D
  Platformer located here:
  http://forum.audiogames.net/viewtopic.php?id=12126
 
  2DP uses the English language and copies many of the game mechanics of
 

Re: [Audyssey] MindCraft for the blind.

2014-01-04 Thread Thomas Ward
Hi:

Yes, once again I find myself in agreement with Dallas. While it is
certainly true audio is limiting to a point it doesn't mean that it
has to be simplistic as it all too often tends to be with audio games.

For example, one genre or style of games that is way over represented
is the Space Invaders type arcade game. Just your basic 2d arcade game
with ships falling or landing and you have to move left and right and
shoot them out of the sky. That's alright as far as it goes, but the
truth is we could do so much more with the game idea than has been
done.

One way is rather than a simple 2d game why not have a 3d arcade game
where you fly a ship around a 3d grid up, down, left, right, forward,
and backwards while shooting enemy spaceships. With libraries like
OpenAL its entirely possible to do a pretty fair representation of
your position in 3d space, and you would end up with a far more
complex audio game. While still having a pretty cool arcade
shoot-m-up.

The thing is that  so much more can be done with audio than has been
tried or is being done, and while there are certainly times when a
developer might not want a full on 3d audio environment it would
greatly enhance many existing audio games just by adding some extra
complexity to the game.

Cheers!


On 1/2/14, Dallas O'Brien dallas.r.obr...@gmail.com wrote:
 no shaun. we perhaps aren't mainstream. but yes, there its lots that
 can be done in sound. i agree, there are limits to sound over visual
 elements, but it actually doesn't have to be as simplistic as it
 currently tends to be.
 as for the online thing, well, i'm sorry, but if you look at the
 amount of people playing online, to the amount that don't, the online
 stuff is the thing now. agreed, there are those who don't. but
 generally, online play is where it's at now.
 dallas

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Re: [Audyssey] MindCraft for the blind.

2014-01-04 Thread Thomas Ward
Hi Dark:

Well, I certainly see where you are going with this, and you
definitely have raised some good points. However, I find myself
inescapably coming back to the issue of know-how and experience. Both
of which may be lacking from a lot of our audio game developers.

Let's start with the issue of experience. I've been listening to you
suggest a number of suggestions based on your experience with Super
Mario, Super Metroid, Megaman, etc. They are all good ideas accept the
average blind gamer, and I suspect many blind game developers, has
never picked up and played one of those games in their life. Therefore
you have something they do not, and that is experience. You can't
expect someone who has never played a mainstream game like Mario
Brothers to come up with equivalent game mechanics etc unless they
themselves have some experience to compare it too.

In fact, I personally use to play many games from the Atari, NES, and
Super NES era and many of the suggestions had not occurred to me until
you brought them up. I know that might sound strange considering I
have some experience, some history with mainstream games, but the fact
still remains that at the time I played those games I was basically a
kid and I didn't think about  how this or that game worked. All I
cared about was playing it and the mechanics meant nothing to me at
the time. Now, twenty-some years later I am trying to think back how
this or that worked and don't clearly remember specific details like
how high or far Mario could jump. At the time details like that were
simply unimportant so I wasn't paying attention to things like that.

Which brings me to another point. While experience is important it
also helps depending on how current that experience is. I take it you
play mainstream games fairly regularly and I would not at all be
surprised you have played them in the last year or so. That's a
completely different situation from someone like myself who went blind
in the mid 90's and haven't play said games for the last twenty years.
So while I generally know what you are talking about when you remind
me of them in one of your e-mails I don't necessarily recall those
things when I am home alone working on some game or another.

Take for instance the differences between Mario and Luiji in Mario
Brothers. To be honest it has been so long since I played the game
that I didn't even know there was a difference in how the game handled
those two characters. I would have assumed, wrongly of course, that
the mechanics were the same for both characters , and the primary
reason was I have forgotten the specific differences in how each
character moves, jumps, and handles over all. So without a reminder
such as yours I am afraid my experience doesn't mean much in the
scheme of things, because it has been too long since I have played a
game with those sorts of game mechanics.

The other important issue is know-how. By know-how I am not just
talking programming, but some basic understanding of mathematics and
physics. If someone isn't very good with math or physics then chances
are they will implement some rudimentary game mechanics absent of
physics. Therefore if you run, jump, whatever instead of sliding to a
stop, decelerating, etc you just stop because the game developer
doesn't have the mathematical know-how to implement a better more
realistic system.

¿Still, you are right. It would be nice to see more advanced design
mechanics, different types of enemies, a greater variety of enemy
types, etc. I think the only solution is if people such as yourself
e-mail the various game developers with your suggestions, thoughts,
and concerns and make them aware of what they can do to improve game
x. After all, if they are unaware of how a similar mainstream game
would implement this or that they can't attempt it in their audio
game.

On 1/2/14, dark d...@xgam.org wrote:
 Well Tom, while I agree an understandable lack of experience might be behind

 the changes, at the same time there are some very basic things which could
 be done to improve the players interaction with a game.

 One example is character movement. In a game like shades, you move at a
 fixed speed, turn at a fixed speed etc. One of the hardest things in Super
 marrio brothers is simply the act of jumping, since marrio's jumps require
 handling and marrio's walking and running speeds both have different
 accelleration, much like a car in a racing game. You can see this when
 playing as Luiji, who's over all hight and distance are greater but who's
 handling is worse.

 yet I've not seen an audio game use this sort of character handling to
 enhance difficulty. Even when audio games feature two movement speeds such
 as walking and running, stopping is instantanius and jump mechanics are
 pretty stable.

 The second is environment. Most audio games happen on a flat plane, either a

 mostly 1 dimentional strip, or a 2D area seen in the first person. Yet, even

 a game like original marrio had far 

Re: [Audyssey] MindCraft for the blind.

2014-01-04 Thread dark

Hi Tom.

I recognize the experience issue, which is precisely why I try to analyse 
the factors which make a game like marrio brothers, (simple though it is), 
more  addictive and entertaining to play than a game like Q9, and then 
analise these factors in detail so that my experience is at least sshared.


I do still certainly play mainstream games, indeed I've just reconnected my 
megadrive (genesis), this morning and was having a bash at streets of rage 
2, however as an adult I can break that experience down and analyse it, and 
then share my thoughts which I do hope are helpful.


Regarding  mathematics, well that is a good point, though perhaps that is an 
area where experienced programers could offer some explanation.


For example, I do  not precisely know the  relative walking speeds, jump 
hights or stopping distances of characters in   any game, and thus can only 
guess at the numbers (2.5 marrio hights is only a rough guess).


perhaps however, since the physics is not at rock bottom that complex, 
someone who does have that understanding such as yourself or che martin 
could write some information that other programmers could examine, since 
it'd make a major difference to an audio game just to  get this factor 
sorted out.


Imagine a 1D side scroller like Q9, but with knockback when hit, analogue 
jumps and correct accelleration. You'd have something miles harder, without 
including any new tricks of viewpoint or methods of conveying information in 
audio.


Beware the grue!

Dark. 



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[Audyssey] king of draggon pass help please

2014-01-04 Thread Darren Harris
Lol ok, I've picked this game up again after an age of not playing it and
yes I do love this game it's really clever.

 

Unfortunately I'm finding it difficult to get the balance right and to
understand the map with vo.

 

The map is quite accessible yes but what I don't understand is the layout of
the map.

 

Obviously I have the phone in landscape mode with the home button to the
left as per normal. Is the map a physical map or a political one? am trying
to work out north south east west etc on the map and there's no real
pointers. Also is there a way to centre the map on my clan settlement so I
can work my way outwards into the pass from home?

 

Ok so now moving on to resource management and all that.

 

Firstly I find it difficult to get a balance right between sacrificing in as
much as how much to sacrifice at any given time. for gods to make sure I get
a result I always do the full amount which seems to be 50 of whatever. I
tend to use cattle. The problem there is after a while you don't always have
enough cattle to keep up your stock. Not even trading can always help there.
raiding is ok but sometimes if you send out too few you get swatted and if
you send out too many you get counterraided at the same time you do your
raid so that almost nullifies any advantage raiding in the first place.

 

So really here am asking for balancing help and what people tend to find are
good stratagies for balancing.

 

I try not to raid in seed or earth seasons. I try trading and relation
building in fire seasons. Sacrificing in storm seasons. Dark season
sometimes I try fourtifying etc. 

 

Any assistants would be greatly appreciated.

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[Audyssey] A Dark Room, now an IOS iPhone game

2014-01-04 Thread Phil Vlasak

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: 

Re: [Audyssey] king of draggon pass help please

2014-01-04 Thread dark

Hi Darren.

Firstly regarding the map, you can swipe to scan around. You always start 
with your tula selected so sending out an exploration mission will explore 
your tula itself. To explore more generally, first you need the wanderers 
blessing (it's virtually a necessity if you don't want exploration missions 
lost), then if you tap around carefully you should be able to find an 
unexplored hex somewhere,  you don't particularly need to worry too much 
about physical places or direction, indeed since the map is made up of 
tessalated hexagons it's a little difficult to do that anyway. This makes 
your hints a bit of a problem since I've never managed myself when I'm told 
explore east to actually find! east, but mostly this doesn't matter too 
much.


Regarding amounts, 50 cows is way! over kill for sacrifice or trade, 
which is likely why your running out. -15 is usually enough, likewise about 
20 cows is a generous gift (and giving gifts can be helpful).


i would also personally recommend not sacrificing or trading cows if you can 
help it, since you generally want your herd to reproduce (blessings help 
with this), usually goods are better for this.  I also personally never 
relied on rading just to get more cows. Generally I found the best stratogy 
with raiding was perhaps to have two rival clans who I would raide 
exclusively, and then try to make friends with everyone  else.This is why 
having two rival clans is helpful, since if you do enough successful raides 
one clan will sue for a cease fire, but it always pays to have someone to 
test your warriors on. While the manual says most clans will tolerate a 
raide or two for a bit of sport, it's usually a good idea to not raide your 
allies, and since you want as many allies as possible a couple of enemies 
are always good to keep your swords sharp :D.


Regarding seasonal   calendar, well the manual is about right. I tend to Do 
trading and exploring in sea season,  rading in fire season, more trading or 
relations in earth season and then use dark season for building and 
sacrificing, though it isn't a problem if you have to use the season wheel a 
time or two to skip turns, since things will come up anyway.


The best advice I can personally give however is not to ignore blessings. 
Temples to Venga the wanderer, Heumact or orlanth himself and to the earth 
mother goddess (who's name I can't recall the exact spelling of), are almost 
requirements,  since you need a  prosperous  herd for giving gifts and the 
like, and  tough enough strength to defend it, and a temple to the god of 
trade can be handy too.


Generally if you've sorted out your defenses and your  herd everything else 
will sort itself out too, but the early game can be brutal if you don't get 
in the gods good books as soon as possible.


Thus my priorities are personally temples, fortifications, alliances and 
trade in that order.


Then again I have only played balanced clans thus far, I don't know how 
things change if you play a war or peace clan, since it's likely then that 
you can change things around somewhat.


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 3:24 PM
Subject: [Audyssey] king of draggon pass help please



Lol ok, I've picked this game up again after an age of not playing it and
yes I do love this game it's really clever.



Unfortunately I'm finding it difficult to get the balance right and to
understand the map with vo.



The map is quite accessible yes but what I don't understand is the layout 
of

the map.



Obviously I have the phone in landscape mode with the home button to the
left as per normal. Is the map a physical map or a political one? am 
trying

to work out north south east west etc on the map and there's no real
pointers. Also is there a way to centre the map on my clan settlement so I
can work my way outwards into the pass from home?



Ok so now moving on to resource management and all that.



Firstly I find it difficult to get a balance right between sacrificing in 
as
much as how much to sacrifice at any given time. for gods to make sure I 
get

a result I always do the full amount which seems to be 50 of whatever. I
tend to use cattle. The problem there is after a while you don't always 
have
enough cattle to keep up your stock. Not even trading can always help 
there.

raiding is ok but sometimes if you send out too few you get swatted and if
you send out too many you get counterraided at the same time you do your
raid so that almost nullifies any advantage raiding in the first place.



So really here am asking for balancing help and what people tend to find 
are

good stratagies for balancing.



I try not to raid in seed or earth seasons. I try trading and relation
building in fire seasons. Sacrificing in storm seasons. Dark season
sometimes I try fourtifying etc.



Any assistants 

Re: [Audyssey] A Dark Room, now an IOS iPhone game

2014-01-04 Thread Ian McNamara
I just got this game, a bit confusing at the moment but I do like it so far.

Ian McNamara

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[Audyssey] Accessible Chess Tutor

2014-01-04 Thread Kelly Sapergia

Hi,

While looking around AudioGames.net just now, I came across a program called 
Accessible Chess Tutor. It's a self-voicing program that's supposed to tell 
you the moves for each piece, but so far all I've been able to do is 
navigate around a chess board with the arrow keys. When I find a piece like 
a pawn for example, I don't know what to do next in order to hear the moves 
you can make. As there's no documentation included, I'm wondering if 
anyone's tried this program, and if so how do you use it?


Thanks.

Yours Sincerely,
Kelly John Sapergia
Show Host and Production Director
The Global Voice Internet Radio
www.theglobalvoice.info

Personal Website: www.ksapergia.net
Business Website (KJS Productions): www.kjsproductions.com


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Re: [Audyssey] Accessible Chess Tutor

2014-01-04 Thread Charles Rivard
I haven't seen that program in a long time, but it seems like I remember 
that you have to hit enter on a piece, and it will then let you know where 
that piece can be moved to, although I don't recall how it conveys the info. 
Or maybe you have to hit enter on the squares you wish to move from and to, 
and it tells you whether that would be a legal move.  I'm just not totally 
sure, as I only monkeyed with it for a short time.


For those interested, I host a chess chat every Wednesday at 1 PM. Eastern 
time in the Chess Castle chat room of


www.Out-Of-Sight.net

During this voice chat session, we do whatever the participants choose that 
is related to the game of chess.  As a group, we might try to beat an iPhone 
at chess.  Or two people might challenge one another.  We might work through 
any problems someone is having with the Hadley School for the Blind's 
correspondence courses.  We might work on improving our skills through the 
use of an electronic book from the NLS.  We might chit chat about how we got 
started playing or about our experiences.  We might talk about strategies. 
If you don't even know how to play, but would like to get started, we cover 
that, too.


If interested, signing up is free and painless.  Go to

www.Out-Of-Sight.net

and I hope to hear you at the next chess chat, or any of the other 
activities held there.


---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! really! are! finished!
- Original Message - 
From: Kelly Sapergia ksaper...@gmail.com

To: gamers@audyssey.org
Sent: Saturday, January 04, 2014 12:12 PM
Subject: [Audyssey] Accessible Chess Tutor



Hi,

While looking around AudioGames.net just now, I came across a program 
called Accessible Chess Tutor. It's a self-voicing program that's supposed 
to tell you the moves for each piece, but so far all I've been able to do 
is navigate around a chess board with the arrow keys. When I find a piece 
like a pawn for example, I don't know what to do next in order to hear the 
moves you can make. As there's no documentation included, I'm wondering if 
anyone's tried this program, and if so how do you use it?


Thanks.

Yours Sincerely,
Kelly John Sapergia
Show Host and Production Director
The Global Voice Internet Radio
www.theglobalvoice.info

Personal Website: www.ksapergia.net
Business Website (KJS Productions): www.kjsproductions.com


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Re: [Audyssey] A Dark Room, now an IOS iPhone game

2014-01-04 Thread Charles Rivard

Can you give more, or any, details?

---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! really! are! finished!
- Original Message - 
From: Ian McNamara ianmcnamar...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, January 04, 2014 11:56 AM
Subject: Re: [Audyssey] A Dark Room, now an IOS iPhone game


I just got this game, a bit confusing at the moment but I do like it so 
far.


Ian McNamara

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Re: [Audyssey] A Dark Room, now an IOS iPhone game

2014-01-04 Thread dark

Hi Ian.

I decided the description was so crazy I had to try this one, and it is 
actually a lot of fun, sort of a bit like fallthru or castaways.


Basically, the buttons appear at the top and the history of what's going on 
appear at the bottom mud style, though vo reads all the history anyway.


Everytime something is at 100 percent you can hit it to perform the action, 
for example when gather wood is at 100 percent you can gather wood.


Part of the game is resource management. You have a village, and can build 
huts for more population and other buildings to unlock different jobs that 
give  resources, eg, hunters give you meat and fir, trappers give you bate 
but take meat (they also improve the output of any traps you have down), 
then when you build them annery and smokehouse let your recruit different 
workers.


Once you have the  supplies you can go exploring.

The access in the game is pretty awsome actually in terms of help buttons 
everywhere to tell you what is what, though what you have to do requires a 
bit more work. I'm just getting into the exploring side now, having got all 
the stuff.


It's actually a really addictve and rather fun game though I agree you need 
to get going with it.


Beware the grue!

dark.
- Original Message - 
From: Ian McNamara ianmcnamar...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, January 04, 2014 5:56 PM
Subject: Re: [Audyssey] A Dark Room, now an IOS iPhone game


I just got this game, a bit confusing at the moment but I do like it so 
far.


Ian McNamara

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Re: [Audyssey] A Dark Room, now an IOS iPhone game

2014-01-04 Thread Ian McNamara
I do like what i’ve seen of it so far, I am always looking for new iPhone games 
to get as I play games more on my iPhone now than I do on the computer.

Ian McNamara
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Re: [Audyssey] A Dark Room, now an IOS iPhone game

2014-01-04 Thread dark
Well the exploring is fun, and I like the access on the map, with the main 
map for double tap and then move buttons it's a nice setup, also this is the 
first Iphone game I've ever seen that has vo repeat spoken message in battle 
in case you miss them which is good.


Deffinitely a good game for anyone who enjoys exploring and managing 
slaves,  m, willing workers! :D.


Beware the grue!

Dark.
- Original Message - 
From: Ian McNamara ianmcnamar...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, January 04, 2014 7:25 PM
Subject: Re: [Audyssey] A Dark Room, now an IOS iPhone game


I do like what i’ve seen of it so far, I am always looking for new iPhone 
games to get as I play games more on my iPhone now than I do on the 
computer.


Ian McNamara
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Re: [Audyssey] A Dark Room, now an IOS iPhone game

2014-01-04 Thread Darren Harris
Hi dark,

I looked at the ap store description of this game and it said practically
nothing about it at all. can you give some insite as to what this game is
and what it's about?

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
Sent: 04 January 2014 20:02
To: Gamers Discussion list
Subject: Re: [Audyssey] A Dark Room, now an IOS iPhone game

Well the exploring is fun, and I like the access on the map, with the main
map for double tap and then move buttons it's a nice setup, also this is the
first Iphone game I've ever seen that has vo repeat spoken message in battle
in case you miss them which is good.

Deffinitely a good game for anyone who enjoys exploring and managing slaves,
 m, willing workers! :D.

Beware the grue!

Dark.
- Original Message -
From: Ian McNamara ianmcnamar...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, January 04, 2014 7:25 PM
Subject: Re: [Audyssey] A Dark Room, now an IOS iPhone game


I do like what i've seen of it so far, I am always looking for new iPhone 
games to get as I play games more on my iPhone now than I do on the 
computer.

Ian McNamara
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Re: [Audyssey] A Dark Room, now an IOS iPhone game

2014-01-04 Thread dark

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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Re: [Audyssey] A Dark Room, now an IOS iPhone game

2014-01-04 Thread Amanda Burt

where do you get it and how much does it cost?

Thanks Amanda

--
From: dark d...@xgam.org
Sent: Saturday, January 04, 2014 8:33 PM
To: Gamers Discussion list gamers@audyssey.org
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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Re: [Audyssey] A Dark Room, now an IOS iPhone game

2014-01-04 Thread Amanda Burt
oh sorry, I've just relised that you're talking about an I phone game. 
Sorry about that.  I don't have an I phone.


Amanda

--
From: Darren Harris darren_g_har...@btinternet.com
Sent: Saturday, January 04, 2014 8:05 PM
To: 'Gamers Discussion list' gamers@audyssey.org
Subject: Re: [Audyssey] A Dark Room, now an IOS iPhone game


Hi dark,

I looked at the ap store description of this game and it said practically
nothing about it at all. can you give some insite as to what this game is
and what it's about?

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of dark
Sent: 04 January 2014 20:02
To: Gamers Discussion list
Subject: Re: [Audyssey] A Dark Room, now an IOS iPhone game

Well the exploring is fun, and I like the access on the map, with the main
map for double tap and then move buttons it's a nice setup, also this is 
the
first Iphone game I've ever seen that has vo repeat spoken message in 
battle

in case you miss them which is good.

Deffinitely a good game for anyone who enjoys exploring and managing 
slaves,

 m, willing workers! :D.

Beware the grue!

Dark.
- Original Message -
From: Ian McNamara ianmcnamar...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, January 04, 2014 7:25 PM
Subject: Re: [Audyssey] A Dark Room, now an IOS iPhone game


I do like what i've seen of it so far, I am always looking for new iPhone
games to get as I play games more on my iPhone now than I do on the
computer.

Ian McNamara
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Re: [Audyssey] A Dark Room, now an IOS iPhone game

2014-01-04 Thread Paul Lemm
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 

Re: [Audyssey] A Dark Room, now an IOS iPhone game

2014-01-04 Thread Darren Harris
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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Re: [Audyssey] A Dark Room, now an IOS iPhone game

2014-01-04 Thread dark
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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