Blue

Published by hozdesign.  I played this on android.

The Short: “I’ll allow it.” – Heben Nigatu

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: Hard
Difficulty Elements:
ok cascade | both readily apparent & invisible puzzle arrays | both straightforward & esoteric interfaces | a touch of Absurdity | typical solves

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Wall

Published by hozdesign .  I played this on android.

The Short: Infuriating.

Recommended if you like unlit basements, bricks, tearing your hair out

Description: I’ve said it before but I will say it again. Hozdesign, you have a lot to answer for. I do not understand who is solving these puzzles without walkthroughs. This blog is fast approaching its 100th post. I am not a novice player here. I have encountered my fair share of stumps and brain farts, only to watch a walkthrough and go “Oh! Of course! Silly me.” Not so with hozdesign. It’s a veritable vipers nest of unsolvable games. Too often have I felt cheated by these solutions.

Wall is a great concept. It’s challenging, imaginative, and well-designed in terms of the aesthetics. But these puzzles are just too damn hard. There are too many canyon-sized leaps of inference asked of the player. The codices and reference objects are difficult to understand. It’s not a game. It feels more like a punishing mental exercise conducted by your cruel, pipe-smoking, Sensei.

Note: I believe these games by hozdesign are good:  Mr. 3939, G.R.E.E.N., and Chairs.

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

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

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

G.R.E.E.N.

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

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: Hard 
Difficulty Elements
good cascade | invisible puzzle arrays | esoteric interfaces | 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

Dark Room

Published by hozdesign. I played this on android.

The Short: Turning on a light switch never felt so satisfying.

Recommended if you like black outs, exposed pipes, and rotating 180 degrees.

Description:
As part of my continued mission to play all games published by hozdesign, I am happy to have encountered Dark Room. Unlike some of the other games offered up by hozdesign, Dark Room is actually fun and reasonable to solve. From a design standpoint, it’s nothing special. I would even add that it’s below average for hozdesign who usually are able to come up with really creative, fun spaces. Despite being called Dark Room you are not playing in any kind of space related to photography. It is literally just a dark room.  Still, Dark Room manages to keep both feet out of Design Netherworld. So that’s good.

Let’s begin. You find yourself in a dark, unlit room. There are back-lit pieces of furniture and tools. Can you find them? Once you figure out how to get the lights on the game gets going. This isn’t a thrilling or highly imaginative gamespace. It has some funny elements (leaning tower of Pisa? Okay) along with some standard-issue tools and features one might find in a basement: pipes, faucets, a circuit box. This game opens up about three quarters of the way through into a second room. So be assured that the blocked-off ladder in the beginning isn’t just for show! The second room has a visual joke that may or may not make you smile. All in all Dark Room is a fine way to spend your time.

Difficulty: Medium
Elements of Difficulty:  good cascade | both readily apparent & invisible puzzle arrays | both straightforward & esoteric interfaces | a touch of Absurdity | both typical & unique solves