2015-03-11 After reading an interview with Joey Hess, [0] I took a look at the there mentioned game ``A Dark Room''. [1] It got me hooked some hours. ;-) Part of that hooking is the typical there's- always-something-next-to-do phenomen of many games, but the other part is the concept of this game. It has a great start! This very start is what I like most about it. Later it turned into what I already knew from TBT's Gallier game, which I played over a long time in 2004. (Gallier had the great advantage that you were lim- ited in your amount of actions, meaning, you were forced to make breaks from the game because you couldn't do more at that mo- ment.) This is annoying in A Dark Room and that's were my long- time fun fades. Who wants to put himself into that kind of add- iction? I rather want to play games that prevent it. But of course, these are not what companies like to create ... [0] http://zgrimshell.github.io/interviews-with-floss- developers-joey-hess/ [1] http://adarkroom.doublespeakgames.com http://marmaro.de/lue/ markus schnalke