We all love playing games and while we do enjoy the competitive online ones, we also love simple yet challenging ones. We stumbled across a game called "A Dark Room" which has a simple plain text interface and saw the potential that simple text-based games has. We just wanted to have fun!

What it does

The game is mainly built for entertainment but we wanted it to challenge people. We love storytelling and we also love puzzles. The story forces the player to interact with characters within the game and converse with them. Each conversation matters and not only does the player have to focus on what they say, but as well as what the character says. Decisions can lead to suspicion and suspicion will lead to a defeat. At the end, the player must single out the killer using clues from past conversations.

How I built it

We created a google doc initially in order to formulate what kind of a game we'd like to create. After formulating a good plan, we split, working on researching languages and storytelling. We then created artwork that would be used in the game and built the game from there.

Challenges I ran into

We ran into a lot of problems which mainly involve switching from language to language. We first started out planning to utilize Java and HTML, however realized that a few features we wanted to include would be too difficult for us with our current knowledge. We then switched to things such as Godot and Gamemaker to create our games but we would run into dead-ends with codes that were difficult for us. By the time we ran into this knowledge wall, we only had 12 hours left until submissions. It was late and we knew we couldn't switch back to something else, so we had decided on using Scratch to make our game, because making visuals were big during this project for us and we didn't want it to go to waste if we had used Python.

Accomplishments that I'm proud of

We believe that our biggest accomplishments were the cooperation, tenacity, and creativity that took place. All of us sat down for a whole day determined to make this project work, though a lot of our efforts did backfire. Personally, I am accomplished of the artwork, because I truly never thought I'd be able to actually make something that looks like what I envisioned.

What I learned

I learned that making a game takes time, even the simple ones. They take a lot of planning and you have to take a lot of interactions into consideration. As a collective group, we learned the importance of research and planning, It gives me a boost of motivation.

What's next for The Crash

We want to actually create it not on Scratch. Scratch seems like a simple program and the game may not be taken seriously because of it. More importantly, we can do much more through other means with our game... and we do not like giving up.

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