The Short: Is it vaguely creepy that I am snooping around a child’s room? Maybe. Are virtually-rendered teddy bears a genre of terror unto themselves? Almost certainly.
Recommended if you like pajama parties, open containers of snacks, xylophones
Description: This is easily the best thing I have seen by Ablues. FriendRoom is an entertaining set of puzzles in a fully realized environment. I really credit this game for successfully recreating what a girls’ slumber party actually looks like. The puzzles are pretty okay.
Aesthetically, this game has good components and bad ones. I liked the cluttered nature of the room. It felt realistic. There’s lot of detail work of toys, books and wall hangings and the elements of the room go together well (which is a nice change from some of the other creations by this same publisher). Still, FriendRoom had a bit of that weird stiffness that’s quite common to generic escape games, almost like a vinyl gloss that seems to cover everything. Also, I really think teddy bears need to be permanently banned from escape games. They are inevitably creepy.
The puzzle arrays in this game were pretty good. Some were contained in one space while others are scattered around the room which makes them harder to identify and increases the difficulty of the game in a good way. My one big complaint about this game is a design flaw that caused me to get seriously stuck for a long time. There is an item you retrieve very early on in FriendRoom that is slender and black. You don’t use it for a long time. So, if you forget that it is in your inventory, it will literally become invisible to you because it fades very easily into the black background of the inventory blocks. I’ve said it before and I’ll say it again: A little item labeling goes a long way.
Difficulty Elements: good cascade | both readily-apparent and invisible puzzle arrays | straightforward interfaces | no Absurdity | Typical solves
The Short: I think this is actually a veterinarian’s office?
Recommended if you like epic fails, situational comedy, drawing blood
Description: I love a good translation error. Misspellings and grammatical mistakes are both charming and unavoidable when navigating between earth languages. Still, I think it’s important to remember that while the latest listicle featuring silly Engrish is hilarious, it’s good to stay humble and remember that people everywhere are doing their best.
That being said, Escape from Doctor’s Office is a translation error on a whole new level. The English itself in this game is actually fine, so kudos to the writers who worked on that. Instead, the translation error seems to have occurred in the text-mapping stage of this game’s development. All of the “helpful messaging” seems to have been beamed over from a totally different puzzle paradigm. The result is a hilarious dadaist excursion that I can only communicate in pictures:
There are other things wrong with this game at the level of play but I think I’ve been critical enough for one day. Now I would like to end this post with a quotation from an author I really enjoy named Kakuzo Okakura who himself was bilingual in Japanese and English.
“Translation is always a treason, and as a Ming author observes, can at its best be only the reverse side of a brocade,–all the threads are there, but not the subtlety of colour or design.” – The Book of Tea
Mr. Okakura, if only you could see what has happened in this crazy age of computers.
Difficulty Elements: okay cascade | both readily apparent & invisible puzzle arrays | both straightforward & esoteric interfaces | some Absurdity | both typical & unique solves
Recommended if you like alleyway furniture, isolation chambers, peeping through keyholes
Description: I’ve noted, ad nauseam, my ambivalent feelings towards hozdesign games. On the one hand, they maintain a very cool aesthetic style across games. The rooms themselves are always off kilter in a fun and challenging way. The puzzle quality, however, can be unpredictable. Blue is right on the line for me between being a technically “good” game versus another disappointment. I, personally, was not able to complete this game without a walk through and when I did watch the walkthrough, I was very irritated to learn that I had arrived at the correct solution but something about the way the room was visually designed confused my ability to execute on that solution. I am willing, this time, to chalk this up to human error and I will not fully penalize the game. I still won’t give this a Seal of Goodness though. After all, what are we without our standards?
Difficulty Elements: ok cascade | both readily apparent & invisible puzzle arrays | both straightforward & esoteric interfaces | a touch of Absurdity | typical solves
Published by Brazen Cat. I played this on android.
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 Cubes. Unlike 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 Elements: great cascade | readily apparent puzzle arrays | both straightforward & esoteric interfaces | no Absurdity | both unique & typical solves
The Short: Another day, another factory standard studio apartment to escape from.
Recommended if you like low lighting, spotless surfaces, Beethoven
Description: I feel like I have already escaped from this room many, many, times. A couch, a desk, hardwood flooring, and unadorned drywall. It’s not fair to criticize SOHO in particular because I play these games in a somewhat random order. Who’s to say that SOHO wasn’t the first game to devise this ordinary style of adventure? And yet, I’m pretty sure they weren’t.
This game is perfectly fine. The graphics are better than average. The puzzling quality is good. Aside from the fact my deja vu has deja vu, I can’t say this game is bad.
Difficulty Elements: good cascade |readily apparent puzzle arrays | straightforward interfaces | no Absurdity | typical solves
Recommended if you like igloos, penguins, polar bears
Description: Welp. This was better than Escape from the ballet classrooms. Still, Ablues is not shaping up to be my favorite publisher. This game is a bit rickety in its logic. I tend to discredit games when the puzzling is more focused on finding objects which are lost in a heap of other objects. A better quality game will efficiently present you with several key instruments and let you work out what the puzzle calls for. Igloo spoon feeds the player with lots of hints and glaringly obvious puzzle arrays.
Igloo Escape is an easy game so at least you won’t be stuck inside of its mixed-up aesthetic for long. Plushie animals, a sled, and a pile of grocery store items will keep you company as you scoot around in the snow. I won’t go so far as to call this game bad but I don’t recommend it either.
Difficulty Elements: little cascade | readily apparent puzzle arrays | straightforward interfaces | no Absurdity | both unique & typical solves
Published by Factory.112. I played this on android.
The Short: Intriguing, if short, escape from a bunker.
Recommended if you like rooms with no windows, creepy closed circuit television
Description: This game gets a big thumbs up. In addition to being a good, base-line game, I think something a bit more sophisticated is actually going on here. Perhaps I’ve been in the desert too long but unreal: birth feels to me like a better realized vision of an escape game than most items available in the Google Play store.
Aesthetically, unreal: birth is right on the line between realistically textured and simplistic. It’s nothing special but it’s definitely good enough to suspend one’s disbelief and the animation doesn’t have that glitchy sense of stiffness that is common in too many of these games. But the puzzles are what really makes this game interesting. It all gels nicely in a way that implies some kind of overarching narrative. The technology and machinery in the game all feel related, as opposed to scrambled or conveniently fantastical. Based on the name, I wonder if unreal: birth is the beginning of a larger series but I haven’t been able to discover any more iterations, at least not in the Google Play store. If you liked this and want more like it, I recommend Spotlight.
Difficulty Elements: good cascade | both readily apparent & invisible puzzle arrays | both esoteric & straightforward interfaces | no Absurdity | typical solves