Colors

Published by Brazen Cat.  I played this on android. Seal of Goodness

The Short: Fun with colors! Fun with puzzles! Three cheers for Brazen Cat!

Recommended if you like primary colors, protruding podiums, running to and fro

Description: Brazen Cat wins. Every single game I’ve played by them has knocked it out of the park. Colors is a great game, though it does feel aesthetically different from its sisters Cylinders and CubesUnlike those two games, Colors is a little less sterile and maybe even less sophisticated in style overall. Still, Colors  is just as fun and also it is a much bigger game, with four rooms to run around between, in search of color codes.

The puzzles in this game are all very different which keeps it fun and challenging. In terms of difficulty, it’s a healthy medium. Most everything is straightforward enough but there are definitely a few stumpers in this game that took me a while to get over before I could keep hurdling towards the end. Framed pictures on the walls will give you all the guidance you need to get the wiring hooked up in these four rooms. Collect some gems, mix a color wheel, and unlock the various circuit breakers.

Difficulty: Medium
Difficulty Elements: 
great cascade | readily apparent puzzle arrays | both straightforward & esoteric interfaces | no Absurdity | both unique & typical solves

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Chairs

Published by hozdesign. I played this on android. Seal of Goodness

The Short: You wake up in a blank room with four, color coded chairs. If you can figure out what the heck is going on, you’re in for a real treat.

Recommended if you like feeling taunted by pedestrian objects

Description: I have had a lot to say about hozdesign over this past year. Most of their games really disappoint me. But now I can say that in addition to G.R.E.E.N., I also really like Chairs. 

Hozdesign has a talent for creating uncanny spaces. They populate their worlds with very common objects but subvert the meaning of those objects by expecting you to use them in bizarre and unexpected ways. They also create very streamlined spaces that are simplistic but in a cheeky way as if to say — while jabbing you in the rib cage — “The solution is so simple. Haven’t you figured it out by now?”

Chairs is funny, challenging and an outstanding brain teaser as escape games go. There’s a tipping point of madness in this game when you will almost certainly feel insane, staring at four blank walls and four high-backed chairs wondering what you’re missing. Still, this game manages to avoid becoming “Beyond Hard” by constraining the number of codices the player is expected to keep in their mind’s eye. Still, you may need to resort to brute force trial and error with your Items if you want to defeat the chairs.

I will say that in my version, I encountered a pretty ridiculous glitch that forced me to start over. I kept collecting colored tiles and they kept disappearing. For a long time I thought this was part of the game but it wasn’t. It was a total glitch. Starting over once fixed it 100%.

Difficulty: Hard
Difficulty Elements
great cascade | both readily apparent & invisible puzzle arrays | esoteric interfaces | some Absurdity | unique solves | tricky ending

Cylinders

Published by Brazen Cat. I played this on android.  Seal of Goodness

The Short: A small topsy turvey adventure and fun with cylindrical pedestals.

Recommended if you like RJD2, tube shaped things

Description: Cylinders is nowhere near as hard as its sister Escape Game – Cubes (which should not be confused with the legendary Cube Escape franchise). Still, this is a fun game with unique puzzles and a bit of loopy logic to boot. If you’re a fan of white, anonymous rooms you will feel right at home in Cylinders. Spend some time matching up codes, colors and shapes to various lock boxes around the room. This game is well designed, intriguing, and shouldn’t take you very long to finish.

Difficulty: Medium 
Difficulty Elements:
ok cascade | readily apparent puzzle arrays | esoteric interfaces | mild Absurdity | both typical & unique solves solves

Yellow Room (Reboot)

Published by hozdesign. I played this on android.

The Short: A nearly good game.

Recommended if you like wildlife dioramas, arabesque archways

Description: A near miss really sucks. Yellow Room (Reboot) came very close to being a good game but committed a small sin. But as many Catholics may tell you, a sin is a sin no matter how small. At least I think that’s what the bible says?

Let’s start with what’s good. Yellow Room (Reboot) takes after its siblings in the hozdesign family. Aesthetically, it’s a great minimalist design with some cool arched ceilings, an expanding gamespace, and has some signature funny elements that hozdesign always likes to throw your way. The soundscape is good too.

In the puzzling realm, Yellow Room (Reboot) has some mad tricks up its sleeves. Overall, the puzzle diversity in this game is really great and there’s plenty of unique solves to explore. But the designers got too clever for their own good on one particular puzzle array. Spoiler Alert, I am going to tell you about it here in detail. There is a moment in the game where you have a transparent sheet with markings on it. It fits perfectly over a painting on the wall which also has markings on it. One would think that a code would be visible once the transparent was laid over the painting. It isn’t. You cannot read what’s there. It is illegible. I was convinced that I needed a second transparent to read the code and spent a lot of time doing nothing in this game trying to find the second transparent. Finally, after watching a walk through, I discovered that hozdesign believes you can read the code that’s already there. You can’t. It’s too garbled. I was disappointed, yet again, by hozdesign. And it really really sucks because literally everything else in this game was fun. SIGH.

Difficulty: Beyond Hard 
Difficulty Elements
great cascade | both readily apparent & invisible puzzle arrays |  esoteric interfaces | no Absurdity | unique solves

NOIR

Published by hozdesign. I played this on android.

The Short: Another highly imaginative space presented by hozdesign. Unique and exciting game mechanics and atmospheric music but with unpolished puzzles that you cannot solve. [Sad face]

Recommended if you like nostalgia, doomed romance, blacks and whites

Description: NOIR is a short-play game featuring some pretty great minimalist graphics, a wonderful sense of mood and, unfortunately, puzzling that falls flat. Hozdesign excels at making inventive game mechanics like alternate dimensions, secret passageways, literal reversals and esoteric visuals that can really engage a player. NOIR is no exception and if you’re looking for a truly new and unique experience NOIR will deliver on that promise. The central problem with hozdesign, as I’ve discussed before, is their failure to design puzzles that are as satisfying as their graphics and game mechanics. The puzzles lack a nub, a crux, that single satisfying idea you grasp suddenly in your mind’s eye and declare “Oh!” or “Aha!” or “Eureka!” as the case may be. I felt a bit cheated by NOIR in particular because in solving one of the last puzzle arrays, I was actually on the right track for several minutes but could not satisfy the game’s definition of the “solve.” Then! Insult of insults, I solved it by accident. I commonly come away from hozdesign feeling frustrated but as of writing this post, I refuse to quit them because so much else about the games are good. I am just waiting for them to get it right.

Difficulty:  Beyond Hard 
Difficulty Elements
good cascade | both readily apparent & invisible puzzle arrays | esoteric puzzle arrays | some Absurdity | unique solves

Plain Room

Published by nicolet.jp. I played this on android. Seal of Goodness

The Short: Despite the name, Plain Room has it all. Well designed with good puzzles.

Recommended if you like knick knacks, knee socks, Anthropologie

Description:  Plain Room brings back memories of that one friend in college with a confusingly sophisticated dorm room. You know the one who always kept everything tidy and somehow knew where to get expensive-looking string lights? Once in Plain Room, alight from the minimalist, clean graphics into a petite adventure through color coded drawers, hidden wall compartments, and teacups. I found that the difficulty of the puzzles did increase over the course of the game. I got stuck for some time on the penultimate clue before the finale key. So, well done Plain Room! Show these other work-a-day escape rooms how it’s done!

Difficulty: Medium
Difficulty Elements: good cascade | readily apparent puzzle arrays | esoteric interfaces | tricky ending | no Absurdity | typical solves

Mirror

Published by hozdesign. I played this on android.

The Short: A funny twist on escape games and mind bending details. Too bad hozdesign made it and not somebody else. Maybe then I would have had fun.

Recommended if you like potted plants, alternate dimensions, wall decals

Description: Welcome to the MIRROR room. It looks relatively calm at first. Maybe some kind of lobby or waiting area? But just when you think you’re settling in, this game throws you a disorienting curve ball. Absurdity reigns as you conduct trial and error tests on the various puzzle arrays in MIRROR. Cat decals, bath tubs and an authentic bizzarro world (a la Star Trek) await you and your sleuthing abilities. Unfortunately though, this game is probably going to defeat you.

I have a LOT of beef with other hozdesign games so playing MIRROR is part of my ongoing campaign to play every single thing that hozdesign has created. I want to judge them fairly. MIRROR was fun to play for an hour or so but shortly fell into the typical trap that hozdesign always sets. They create puzzles that require heroic leaps of logical inference.

They like to set up elaborate codices as reference material to solve puzzle arrays. For example, a grid that equates numbers to Greek letters. Fine. But then that single codex will actually apply to more than one puzzle which is difficult for a player to discern in the moment. But the most insane thing that they do — and they do it all the time– is creating solutions that involve two or more codices which all simultaneously apply to one puzzle. You are expected to figure out which codex is primary, which ones are secondary and the order in which information must be translated across each system. The sensation is literally nightmarish.

I don’t think MIRROR is possible to solve without a walkthrough. So while it gets lots of points for being very clever, I just cannot recommend this game in good faith.

 

Difficulty: Beyond Hard
Difficulty Elements:  a lot of cascade | both readily apparent & invisible puzzle arrays | esoteric interfaces | a lot of Absurdity | unique solves