Published by Fireproof games. Not yet released!
The Short: !!!!!!!!!!!!!!!!!!!
Fireproof Games has announced a fourth game in their popular series, The Room. The release date is a bit vague, although imminent, “fourth quarter of 2017.” Fireproof plans to release the game on ios first and a bit later on android so us little green robots may be waiting until after Christmas to get our mitts on this. In the meantime, there’s a fun freebie from the publisher: a downloadable tarot card deck that mimics the set found in The Room 2.
In an interview with one of designers, Barry Meade noted that Old Sins is something of a brand new story line with new characters. Still it’s all situated in the same mythological world as the previous three. Here’s a brief premise overview from their website:
“The sudden disappearance of an ambitious engineer and his high-society wife provokes the hunt for a precious artefact. The trail leads to the attic of their deserted home, and the discovery of an old, peculiar dollhouse…Experience The Room: Old Sins and explore unsettling locations, follow obscure clues and manipulate bizarre artefacts on a journey into the world behind the veil.”
I’ve got two photos and this teaser video from the Rezzed gaming conference back in April. That’s all for now, folks!
Published by scriptwelder. I played this on Windows in a browser.
The Short: Low-bit graphics and a clever twist on the genre.
Recommended if you like pixels, potions, werewolves
Description: You are a werewolf, still in human form. You have until sundown to lock yourself inside of a cabin to prevent yourself from committing senseless carnage. It’s a great idea and this game pulls it off well. The animation is very old school. It has that 64-bit, highly pixelated vibe going on along with helpful screen text. The eerie music and sound effects are pretty spot on, running the gamut from creaky doors to ominous white noise. If you ever played a computer game before 1996, Don’t Escape will feel like a delightful nostalgia piece.
From a puzzling perspective this game is also pretty good though it’s more focused on item combination than manipulating aspects of the space. This is a short game that you will probably have to play multiple times to solve. Enjoyable. Fine. Werewolves.
Difficulty Elements: ok cascade | both readily apparent and invisible puzzle arrays | straightforward interfaces | no Absurdity | typical solves
Published by FunnyTimeDay. I played this on android.
The Short: Quite awful.
Recommended if you like blue haired maidens, shadowy cellars, air vents
Description: I don’t even want to review this game. It’s essentially a Doors Galore but with a few extra steps. Bad, undifferentiated graphics with low cascade puzzles make Can you Escape the 100 room a chore to complete. Belched straight out of Design Netherworld, this game seeks to combine some kind of medieval aesthetic with a regular old Ohio basement. Tragic.
As long as we’re on the subject though, let me tell you about a certain bee in my bonnet. I have become quite hardened to the entire aesthetic world of medieval-esque creations. Just the sight of jerkins, wizards, or gilded chests tends to put me in a bad mood. Are there no other periods of human history worthy of recreating? Do people understand the nuanced differences between the Dark Ages, Middle Ages, High Middle Ages and Renaissance? They’re all completely distinct and, what’s more, wholly different depending on what country you’re in. I mean for god’s sake, read a book! Jesus.
Difficulty Elements: low cascade | readily apparent puzzle arrays | straightforward interfaces | no Absurdity | typical solves
Published by snapbreak. I played this on android.
The Short: Despite their age, mysterious ruins never get old.
Recommended if you like counter shading, sandstone, alone time
Description: What an awesome game. Faraway really nails it with fantastic artwork and a great soundscape. Swivel and glide through an a-cultural clutch of ruins to collect various brass implements, handwritten notes, and magic tiles. After the first 7 levels you will be invited to spend an additional $2.99 to keep playing and I wouldn’t be surprised if you wanted to pony up because this is a great puzzle world.
In terms of difficulty, Faraway does a great job of escalating things through the levels and introducing new game mechanics. Complete with cool contraptions Faraway includes an ancient system of electrical( or is pneumatic?) wiring to work with and also some laser satellites of antiquity. This is the type of game where you can re-play levels to improve your score by collecting all 3 of the handwritten notes from your unseen friend instead of merely 1 or 2 of them. I did not bother to do that but it is a nice dimension to keep the game engaging even after you’ve played through. And, if you’re into that #desertlife, I highly recommend Sphinx.
For the sake of transparency, I should tell you that this game made me sort of motion sick. The viewer does not give you 360 degree rotation so some rooms feel kind of stuck and weird. That’s really my only complaint though.
Difficulty Elements: great cascade | both readily apparent and invisible puzzle arrays | esoteric interfaces | no Absurdity | both typical and unique solves
Published by hozdesign. I played this on android.
The Short: Dungeon-esque geometry for the puzzling insane. A unique and challenging experience.
Recommended if you like maddening mazes, granite, Inception
Description: At last! At last! A game by hozdesign that I can wholeheartedly recommend. This game is fantastic. It has all the usual hallmarks of a hozdesign game minus the drawbacks. First, let’s talk about the aesthetic. It’s moody, atmospheric, and mysterious. You are forced to wander through a curious set of rooms that do not seem to operate according to any natural laws of man. Doors close behind you, one-way windows taunt your sense of direction. I really liked the music for this game as well. Also, if you’re into trees that grow through stone, have they got a room for you!
But what’ really special about this game are the esoteric, challenging puzzles. There are giant spheres, cubes and cones to collect but can you determine where they truly belong? No codes, no keys, no matches, or any run of the mill items in this game. This is a really unique puzzle environment and definitely takes some out of the box thinking. Bravo! Bravo!
Difficulty Elements: good cascade | invisible puzzle arrays | esoteric interfaces | Absurdity | unique solves
Published by かもの巣窟 . I played this on android.
The Short: There is a cool central idea here but jeez Louise, that animation is painful.
Recommended if you like making your eyes bleed, magical shoe boxes
Description: Woof. Where to start. I’m not a big fan of chotto stuff to begin with but chotto_fusigi really pushes the envelope. These graphics are bad. Bad, bad, bad! It’s all very two dimensional and suffused with an offensive array of corals and pastels. The furniture is boxy, badly rendered and the zoom effects are jarring and fairly nauseating. In short: Barf.
That being said, I do have a couple of nice things to say about this game. The central mechanic in chotto_fusigi is actually kind of interesting. There is a row of shoe boxes in the middle of this game space. They are magical shoe boxes. As you go around the room, you will collect miniature pieces of furniture and if you place them into the shoe boxes, you will conjure life-sized pieces of furniture. I kind of liked this in theory but they could have done more to capitalize on this premise. All in all, though, stay away from this game.
Difficulty Elements: some cascade | readily apparent puzzle arrays | straightforward & esoteric interfaces | low Absurdity | both typical & unique solves
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