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"A Dark Room" Text Game Review

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"A Dark Room" Text Game Review

Introduction

"A Dark Room" is a text-only game created by Doublespeak Games, written in JavaScript. This single-player adventure/RPG echoes the text-based games of computing's early era—before my time, admittedly, but unmistakably vintage in its approach.

I completed this game during compilation breaks at my previous job, and these are my spoiler-free impressions. Trust me when I say this is an experience best discovered with fresh eyes.

The Narrative Journey

Every great game needs a compelling story, but "A Dark Room" takes a different approach—you essentially craft your own narrative. You wake up. It's dark. You light a fire. What happens next is largely guided by your choices and curiosity.

This brilliant simplicity is the game's core strength. You begin with no expectations, no tutorial, no cinematic introduction—just darkness and a single action. When I first started, I thought the game was malfunctioning due to the sparse screen elements.

But patience reveals the game's true nature, as it gradually introduces new mechanics that propel the narrative forward.

As you progress, you begin to piece together how you ended up in this dark room. The game presents a post-apocalyptic world in its most elemental form, blending survival mechanics with resource gathering and crafting in a way that feels both primitive and sophisticated.

Distinctive Gameplay

The interface consists of three main sections: an activity feed tracking events, the main action pane where you make decisions, and your inventory. While the activity feed provides narrative context, I found myself primarily focused on resource management and monitoring action timers.

Every action you initiate starts a countdown, during which that particular action cannot be repeated. This creates a compelling rhythm of decision-making, as you learn to establish efficient patterns to maximize productivity while waiting for longer tasks to complete.

For roughly the first half of the game, interaction is limited to simple mouse clicks. Occasional alert boxes present choices that can significantly impact your journey—especially valuable in the early stages. As you advance, these random events become less critical to progression, though they continue to add flavor to the experience.

I discovered myself becoming almost hypnotically absorbed in expanding my inventory, sometimes forgetting there was an entire "world" waiting to be explored beyond my immediate surroundings.

Resource Management

Like many survival games, you begin with the most fundamental resource—wood. The progression curve is masterfully designed, as gathered wood enables the creation of increasingly complex items and structures. Eventually, you'll find yourself managing multiple resource streams, with materials like iron ore becoming crucial to advancement.

Visual Design

In "A Dark Room," simplicity isn't just a design choice—it's a statement. The game is approximately 99% text with minimal UI elements, yet this restraint serves the experience perfectly.

What's particularly impressive is how the game cleverly manipulates text in later stages to expand the world in unexpected ways. This demonstrates how thoughtful design can create immersion without relying on elaborate graphics.

Final Assessment

"A Dark Room" exemplifies how engaging gameplay doesn't require visual spectacle. It strips gaming down to its most essential elements—choice, consequence, discovery, and progression—creating an experience that's surprisingly addictive.

The game is free to play in your browser, though an iOS version is available for $0.99. Personally, I prefer the browser experience. For those who enjoy this style of gameplay, "CandyBox" offers another text-based adventure with its own unique charm, though with notably different mechanics.

Strengths:

  • Offers several hours of gameplay despite the minimalist presentation
  • Gameplay mechanics evolve organically as you progress
  • Extremely lightweight system requirements
  • Creates a surprising sense of immersion through text alone
  • Masterful pacing that gradually reveals the game's true depth

Limitations:

  • Limited replay value once you've experienced the full narrative
  • Some waiting periods for resource accumulation can feel excessive
  • Later game progression can become somewhat predictable

Final Verdict: 8.5/10 - "A Dark Room" proves that innovative game design can transcend technical limitations, delivering an experience that's both nostalgic and refreshingly original.

Walter Guevara is a Computer Scientist, software engineer, startup founder and previous mentor for a coding bootcamp. He has been creating software for the past 20 years.
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