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Cloak of Darkness is the traditional “Hello, world” of parser‑based IF: a three room mystery built to test how an engine handles rooms, darkness, objects, and conditional endings. This version features images for the rooms and sound effects for winning and losing.
A faithful implementation of Roger Firth’s original micro‑spec
The Foyer of the Opera House is where the game begins. This empty room has doors to the south and west. There is nobody else around.
The Bar lies south of the Foyer, and is initially unlit. Trying to do anything other than return northwards results in a warning message about disturbing things in the dark.
On the wall of the Cloakroom, to the west of the Foyer, is fixed a small brass hook. Taking an inventory of possessions reveals that the player is wearing a black velvet cloak which, upon examination, is found to be light-absorbent. The player can drop the cloak on the floor of the Cloakroom or, better, put it on the hook.
Returning to the Bar without the cloak reveals that the room is now lit. A message is scratched in the sawdust on the floor. The message reads either "You have won" or "You have lost", depending on how much it was disturbed by the player while the room was dark. The act of reading the message ends the game. And that's all there is to it...
Because of the strangeness of the specification, it is somewhat hard to faithfully recreate the exact logic from the specification. This version is a faithful and minimal recreation. The game file and studio are available externally from the same source to study how the custom system can make interactive fiction.