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65d7cfd7844ee5e1372aea314fd92547a9864388
Kept the distinction between "argument" time and script time. I called the latter "time" instead of "milliseconds" because, well, it's just tenth of seconds. Residual timeout is always stored in "nominal" time, not adjusted by hyper. I.e. if a button has a nominal timeout of 60 seconds and half cooldown had expired on reload, residual is stored as 300. In cooldown, Engine.setInterval makes the time flow with double speed
A Dark Room
"awake. head throbbing. vision blurry. come light the fire."
a minimalist text adventure game for your browser
| Available Languages | |||
|---|---|---|---|
| Chinese | English | French | |
| German | Greek | Italian | |
| Japanese | Korean | Norwegian | |
| Polish | Portuguese | Portuguese (Brazil) | |
| Russian | Spanish | Swedish | |
| Turkish | Ukrainian | Vietnamese | |
or play the latest on GitHub
Description
Languages
JavaScript
92.3%
CSS
5.5%
HTML
1.9%
Python
0.3%
