Published by 58 WORKS. I played this on android.
The Short: I actually didn’t hate this.
Recommended if you like mild cleverness, giving credit where it’s due
Description: I don’t like a Doors Galore. Escaping from static rooms through hundreds of doors is not usually a satisfying adventure, in my opinion. It also doesn’t help that, normally, a Doors Galore escape game is churned out by unloving creators who may or may not be machines. DOORS is different. It actually has some substance to it. The puzzles are witty on occasion and the graphics aren’t a full blown plume out of Design Netherworld. The rapid-fire nature of this play, paired with the surprising charm reminded me strongly of one of my favorites What’s Inside the Box.
That all being said, I think this is an inferior example of 58 Works’s catalog. I think these guys/gals make awesome games. My favorite of theirs is definitely Ruins.
Difficulty Elements: ok cascade | both readily apparent & invisible puzzle arrays | both straightforward & esoteric interfaces | no Absurdity | both typical & unique solves
Published by 58 Works. I played this on android.
The Short: Kalaquli is a better escape game than most but it’s missing a crucial ingredient: cascade.
Recommended if you like tea houses under siege
Description: I like all of the following things about Kalaquli R: First, the aesthetics are good. Set in a Japanese(?) tea house that’s beset by dart-blowing ninjas, Kalaquili R features cool sliding doors, secret compartments and samurai artwork. As with the visuals, the sound in Kalaquli R succeeds at creating a cohesive place and mood. Second, I really love it when games “opens up” as the game proceeds. Kalaquli R has multiple tiers as you move through though I can’t say that they get harder or anything. The world merely expands. Puzzle quality was decent though definitely on the medium-easy side.
What’s missing from Kalaqui R is a sense that the puzzles interlock and relate to each other. Instead, it’s more of a fixed set of different puzzle areas that you extinguish, one at a time. A perfect example of this is the courtyard in this game. It’s an entire “room” and yet only 2 puzzles derive from it. Many escape games suffer from lack of cascade but Kalaqui R was a surprising one to fall into this trap because everything else about it was above average.
Difficulty Level: Medium
Difficulty Elements: low cascade | both readily apparent & invisible puzzle arrays | straightforward interfaces | no Absurdity | both typical & unique solves