"Drugs = key" just goes to epitomize the lack of logical progression to this "puzzle" game. Even the failure message mocks the error that you provoked! Of course we died while mixing substances we knew nothing about! You practically told us to do so! Never mind that neither the puzzle nor the result had any actual motivation to explain their existence. It's almost as bad as just having a door with a four-digit lock and having to guess the PIN. The confusion would either lead to a goose chase for the missing piece that didn't exist, or to fatal experiments with the pieces one has. In the meantime, the lack of clear instruction was absurd. While I can sympathize with your complaint of walkthroughs making games too easy, I have to wonder if a misleading walkthrough actually serves its purpose.Īfter "supplying" the missing ingredient, the puzzle was much easier and par for the course. It led the player to false expectations, and the walkthrough reinforced them. I'm trying very hard to avoid spoilers here, but the effect was rather aggravating. You left out the last piece of the paper. I called this game "cruel" for a following reason which I suppose you have come to expect. While this could be effectively spun to force the reader to logically fill in the gaps, the tear lines didn't match at all, making it seem almost like they were from different papers. The biggest flaw was that the pieces did not actually connect to form a paper. This bled through into your main puzzle, mixing drugs according to note pieces. Escape games are puzzle games, so the question shouldn't have been "Where?" but "How?" While only telling which frame certain objects were in helped to solve the problem of walkthroughs being too easy, it didn't focus on the root cause finding objects is not a logical process which could be solved by certain players, but actually a matter of luck or spastic perseverance. This leads to a case of playing the simulation instead of playing the game. There was little connection between objects, so the main proponent for collecting things was the gamer's instinct to poke and prod and pick up everything that isn't nailed down. However, when it got down to the mechanics, the game suffered a bit. Some light music would have made it wonderful. The medium was also above standard, as the 3D elements set this game apart even further. It is easy to see that you were working to break the sloppy standard of the genre. The atmosphere was clinical from both the area, the puzzle pieces, and the color scheme, so that they all fit together. First off, the environment design was great.
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