Thanks to the events of 2016, a lot of us are starting to get used to the concept of living in a society filled with evil. Stone Story is way ahead of you. The game is set in “a dark and vile world,” populated with haunted trees, reanimated skeletons, giant snails, and antagonistic bats. The protago
ASCII and the roguelike genre are practically inseparable. ASCII was there at the birth of the genre, bringing Rogue (1980) itself to life—and it’s stayed, with today’s most ambitious roguelikes such as Dwarf Fortress (2006), Ultima Ratio Regum (2012), and Cataclysm: Dark Days Ahead (2013) crafting
If not for ASCII art, we wouldn’t have ASCII games like Candy box and Dwarf Fortress. And that would be terrible. So the way I look at it, we are greatly indebted to “ARTYPING,” which was invented in the early 20th century and done on typewriters. Some early examples of this forgotten art-form recen
Candy Box was a wonderful joke. It had a small but influential portion of the Internet wondering how a game that uses keyboard symbols for graphics could be playable, much less awesome. Candy Box 2’s punchline was self-referential: how could a game that was a joke justify a sequel? It, too, was inex