Game Played In The Dark


An 8-bit text adventure game. Do you dare?

Version 1.4

Become a fictional blind amateur detective Max Carrados in one of his stories.
  • Interactive fiction game (text based conversational game) in a text terminal-like environment
  • Casual and short gameplay
  • Simple way how to insert commands
  • Free, no ads, no collection of personal data
  • 8 bit retro experience (retro and modern-looking font)
  • No explosions and no realistic graphical effects
  • Runs on nearly any hardware
  • Automapping feature (public transport-ready playing)
Requirements:
Android 8.1 and better. No ads, no network communication, needs only permissions to vibrate.

Welcome to London!

In this short game you will become the amateur detective Max Carrados. You will start in the morning in his house - The Turrets - and will follow the clues in a struggle to catch Guido the Rasojo, who has run away with invaluable documents from Vienna through the whole Europe and finally endded up in London. The objective of the game is to find Guido and capture him in any way for long enough time to allow police to arrest him. Your adventure will start with a calm exploration of the house, where there you need to find some objects which could be useful later on in the game. You will have to solve some small puzzles, there, and watch what happens around you to get to the next step in the story.

You probably do not know Max Carrados; a fictional blind detective created by Ernst Bramah in the beginning of the 20th’s century. Bramah wrote a lot of stories with this hero, most of them are already in the public domain and can be found e.g., at project Guttenberg, see page Books by Bramah, Ernest (sorted by popularity)

The fact that the detective is blind has also an impact on the game. Keep in mind that you have to examine things to find out details. And although Max is blind, his other senses are sharper than is usual and help him to partially overcome his handicap. In Bramah's stories he is able to read by finger touching the letters; he also possess sensitive hearing ... which will help us in some critical moments in the game. Equally important is to react swiftly to the phone - if it rings, it is a pity not to answer the call. And if someone rings at the front door, then...? Note that to hear what is going on, you need to be reasonably close to the sound of the source (you e.g., cannot hear the phone ringing in the basement when you are upstairs).

Finally welcome to the world of old text adventure games, controlled by commands typed on the keyboard, games which were teasing imagination of the players in the 1980s‘. As my previous two games (Lunar Lander and Hammurabi), this one is again a tribute to this old and largely vanished world - a casual game with simple puzzles and short gameplay (half an hour?) recreating the atmosphere of the gaming on the "green text terminals". Try it, gaming without realistic 3D graphics can be a refreshing experience :-).

The Plot

The offence that had circuitously brought “il Rasojo” and his “lot” within the cognizance of Scotland Yard outlines the kind of story that is discreetly hinted at by the society paragraphist of the day, politely disbelieved by the astute reader, and then at last laid indiscreetly bare in all its details by the inevitable princessly “Recollections” of a generation later.

Our story begins with an impending royal marriage in Vienna; a certain jealous “Countess X.” and a document that might threaten the approaching nuptials. To obatin these papers the Countess enlisted the services of Guido and he succeeded, but it was with pursuit close upon his heels. He slipped out of Vienna by the Nordbahn with his destination known, resourcefully stopped the express outside Czaslau and got away across to Chrudim. From Pardubitz he passed on to Glatz and went down the Oder to Stettin. A week’s harrying found him in Copenhagen, still with no time to spare, then crossed to Malmo by ferry, took the connecting night train to Stockholm and the same morning sailed down bound for Obo, intending to get back to central Europe by the less frequented routes. But in this move again luck was against him - receiving warning just in time he contrived to be dropped from the steamer by boat among the islands of the crowded Archipelago, made his way to Helsingfors and within forty-eight hours was back again on the Frihavnen.

To appreciate the exact significance of these wanderings it is necessary to recall the conditions. Guido was not zigzagging a course about Europe in an aimless search for the picturesque, still less inspired by any love of the melodramatic. To him every step was vital, each tangent or rebound the necessary outcome of his much-badgered plans. In his pocket reposed the papers for which he had run grave risks. The price agreed upon for the service was sufficiently lavish to make the risks worth taking time after time; but in order to consummate the transaction it was necessary that the booty should be put into his employer’s hand. Half-way across Europe Countess X. was waiting with such patience as she could maintain, herself watched and shadowed at every step. The problem was for Guido to earn a long enough respite to enable him to communicate his position to the Countess and for her to go or to reach him by a trusty hand. So far Guido had been kept successfully on the run and in the meanwhile time was pressing.

They lost him after the Hutola. Three days later they found that he’d been back again in Copenhagen. Now they’re without a trace. But the Countess has gone hurriedly to Paris; and Lafayard thinks it all points to London. London, where there a misty morning, there, sun peacefully shining through the windows - and yet criminals somewhere in London streets are planning their sins! Good luck!

How To Play

The game is controlled using commands typed on the command prompt. An example of a gameplay follows:

You are standing in the hallway. It is a narrow hallway, stretching to the south. The door leading out of the house is next to you, in the north.
The door leading out of the house is closed.
Exit: south.
Close to you is door (closed).
You do not have anything with you.

What to do? open door
You are opening the door.

You are standing in the hallway. It is a narrow hallway, stretching to the south. The door leading out of the house is next to you, in the north.
The door leading out of the house is open.
Exits: south, north, out.
Close to you is door (open).
You do not have anything with you.
        
What to do? north
You are going north.
        
You are standing on a pavement made of some hard stuff. Lawn is from east as well as west. The door leading to the house is located on the south. City street is to the north.
The door to the house is open.
Exits: west, east, north, south, house.
Close to you are lawn, wall, door (open), pavement.
You do not have anything with you.
        
What to do? ex pavement
Pavement is made of small rectangular stony bricks. It is bordered by bigger stones and then blends into the lawn around.
        
You are standing on a pavement made of some hard stuff. Lawn is from east as well as west.
The door leading to the house is located on the south. City street is to the north.
The door to the house is open.
Exits: west, east, north, south, house.
Close to you are bricks, stone, lawn, wall, door (open), pavement.
You do not have anything with you.
        
What to do? take stone
You took the stone.
What to do? e
You are going east.
        
There is a lawn below your feet and a stone wall surrounding your garden from north. Wall of the house is on the south.
Exits: west, east.
Close to you are lawn, wall.
You are carrying: stone.
        
What to do? go east
You are going east.

Hints

  1. Use two word commands in the natural language to describe what you want to do. Example: drop mask.
  2. In some cases, preposition is necessary like push chair to west. Without the preposition some command will not be recognized.
  3. Frequently used commands can be abbreviated, like examine door as ex door.
  4. If you want to go somewhere, you can omit the verb completely, e.g., instead of go south you can write only south or just s (or sometimes e.g., hallway).
  5. To change font size, see the command font.
  6. Command inventory can help you to squeeze more information on the display.
  7. If you tap a word on the screen, then the word is copied to the command line. This can significantly speed up the entering of commands.
  8. Some important commands: look, score, map, save, load, listsaves, restart, quit, help, and other (yes, other is also a command).
  9. Last, but not least: be careful with where you are aiming your revolver to when you are shooting! Example: shoot south.

News

Version 1.4

Released on the 13th of March
  • NEWGame launched icon changed from a detective with a pipe to a lightbulb.
  • UPDATEFixed many bugs found during the user testing.

Language variants

  • EN English version

Acknowledgements, resources

I used the following resources during the development of the game:
  1. Online Graphic Generator for the Android graphic assets generation
  2. Google/gson: A Java serialization/deserialization library (used internally by the application)
  3. Detective Profile Silhouette (for the app icon)
  4. Pixerif font (retro console font)
  5. Max Carrados by Ernest Bramah - inspiration for the game, see chapter The Game Played in the Dark
  6. Special thanks goes to the Issadero Malakinec von Kropmaistan (world champion in synchronized sitting) for his courtesy with which he not only allowed me to use one of his famous quotes in the game, but also translated the original Utamtanic quote into English (as Utamtanic is a posture-vocal language, I am particularly grateful for this help!).

Terms of use, limited liability

This application was created with best intentions; for my as well as yours fun and needs only limited set of permissions (for flash and vibration). However, the application is provided as it is, you acknowledge that it can contain bugs. The author is neither responsible for any damage or loss, whether direct, consequential, incidental, or special which user suffers arising from any defect, error or fault of the application or its failure to perform, even if author has been advised of the possibility of such defect, error, fault, or failure. In any event, author's total aggregate liability to you for all damages of every kind and type (regardless of whether based in contract or tort) shall not exceed $0.00. In the case that applicable law may not allow the limitation or exclusion of liability or incidental or consequential damages, the above limitation or exclusion may not apply to you, although author's liability will be limited to the fullest extent permitted by applicable law.

HAVE FUN!

Behind the scenes, closing thoughts

When I started the work on this game, I decided to develop the whole game myself out of many reasons (last but not least - coding is fun for me!). As the result I had to implement and debug many things:
  1. the GUI including the text console, rendering,
  2. text game engine and "the model of the world" itself,
  3. parser and compiler of commands inserted by the player,
  4. story, all the puzzles, gameplay, scripts, kind of a world editor,
  5. debugging and testing layer of the game allowing me to run automatic tests of the whole thing,
  6. and some others.

As the development had been going on and game grew, I started to realize that the whole thing needs much more time than I expected in the beginning. However, I wanted to have a full working game - fully playable, with the main plot, and all necessary things around - and did not want to release "early access version" which would be full of bugs. Thus I decided to reduce the scope of the project - the size of the game - in order to create a sound and well debugged product. As a result, some (less necessary) game features were temporarily dropped and moved to the backlog "for future improvements", examples follow:

  1. some more complex puzzle in the city (where there is now nothing much interesting in the streets),
  2. command "drink",
  3. black and white TV screen emulation in the console (realistic retro filter),
  4. some further improvements of the game engine and increased interactivity of the game objects (long list!),
  5. and some others.

On the contrary, I focused on debugging of all what I had, prepared a compact gameplay scenario, provided some alternative solutions wherever it made sense, and made sure that the game is playable from the beginning till the end including all the alternative paths. The result is now out and ready to be installed on your phones - and I plan in the future to add some of the backlog features, enrich the experience, and provide some side quests and more engaging environment.

What does it mean for you, the player? If you return later on, you may find extended version of the game with new options and challenges. Let us see what the future will bring!

Screenshots