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 hozdesign. I played this on android.
The Short: The latest offender.
Recommended if you like being cheated.
Description: I furrow my brow and look closely. I am watching a youtube video. The video is a depiction of the solutions — the walkthrough — to a game called Block by hozdesign. I watch carefully. The solution I need arrives so I pause the video.
I screw up my eyes. I intend to understand. I want to understand. I try to understand. But I will not understand. Because the solution is nonsensical. How do 5 ink blots in a grid translate into cardinal directions? It’s simple. They don’t.
Hozdesign creates games that baffle me. It’s possible there is some kind of steep cultural rift between myself and these creators but I don’t understand how this can happen on such a consistent basis. I enjoy solving puzzles. I play a ton of these games. I can only conclude that hozdesign does this on purpose: they create arbitrary, meaningless puzzles that have no logical solution. It’s so sad. It makes me feel sad.
If I am wrong, please, someone — ANYONE — let me know.
Difficulty: Beyond Difficult
Difficulty Elements: — cascade | both readily-apparent & invisible puzzle arrays | both straightforward & esoteric interfaces | some Absurdity | both typical & unique solves
Published by DAIKOKUYA SOFT. I played this on android.
The Short: I don’t know if I would characterize this as a “dream” kitchen but it is certainly an acceptable one.
Recommended if you like model homes, hamburgers for breakfast
Description: This is a regular old escape game set in a kitchen. The graphics are decent. The puzzles were engaging. I suppose it’s worth noting that the “dream” component here is the high quality appliances and granite counter tops. I remember one time my aunt took me to a company that specializes in remodeling kitchens. The business was just one giant floor (maybe 100 square meters?) of “sample kitchens” with all kinds of stainless steel equipment and marble details. The kitchen of DreamKitchen kind of reminded me of that experience.
This game is fine. I think the cruelest thing I can say about it is that it’s a bit unremarkable.
Difficulty Elements: great cascade | readily apparent puzzle arrays | straightforward interfaces | no Absurdity | typical solves
Published by EXITs. I played this on android.
Iterations: EXITs 1 – EXITs 4
The Short: This series is turning into a dynasty.
Recommended if you like air plants, light fixtures, the word “tableaux”
Description: EXITs is one of my favorite series. These puzzles are always on point, as are these snazzy, jazzy rooms. If you’ve ever wondered what it might be like to try and escape from an Urban Outfitters, look no further than this series. Each room is a soothing blend of trendy rugs, slick furniture, and the occasional metallic ornament that would make even Miranda Priestly nod approvingly.
One notable misstep in this series is the penultimate level in the castle-like parlor room. The music is absolutely atrocious, like a group of bassoonists inhaled too much helium and were forced to play the songs designed for music boxes. Weird.
Difficulty Elements: good cascade | readily apparent & invisible puzzle arrays | straightforward interfaces | no Absurdity | typical solves
Published by nicolet.jp. I played this on android.
The Short: Nicolet.jp really is an oasis in the desert.
Recommended if you like baby saguaros
Description: Grains of sand can be as varied and beautiful as snowflakes. So too is the variety of games Nicolet.jp manages to churn out on a consistent basis. You can boop and bonk your way around this twee, succulent infused room, solve some interesting puzzles and bask in a sense of accomplishment once you’ve finished. This is a well made game that will stimulate your brain and please your senses.
Difficulty Elements: good cascade | readily-apparent puzzle arrays | straightforward interfaces | no Absurdity | typical & unique solves
Published by ArtDigic. I played this on android.
The Short: A feisty little game!
Recommended if you like snooty art, French doors, frou frou floor tiling
Description: This game really impressed me. Both the design and the game play were well above average. Let’s start with the room: talk about nice digs! This room has personality. Unlike a thousand other games I’ve reviewed, Nordic2 is actually a unique space, complete with art, furniture and decorations that were purposefully married together by a human creator. It adds so much character and depth when these games go the extra mile to truly imagine a fun, weird room to escape from. I mean — for god’s sake — why do I need to escape from the same drywall, IKEA style studio apartment day in and day out? Aren’t we designing games in cyber space? I mean, I could escape from the inside of a fish if the designer so decreed so why not?
In terms of the puzzling, Nordic2 wins again. This game features an expanding universe, with multiple rooms and puzzle arrays that spread across several areas. The puzzles here will taunt you a bit and I think the snooty atmosphere makes it that much more antagonistic to play. This game strongly reminded me of a few of my other favorites: Nordic Cottage, and everything done by the EXITs team.
Difficulty Elements: good cascade | both readily apparent and invisible puzzle arrays |straightforward interfaces | no Absurdity | both typical and unique solves
Published by nicolet.jp. I played this on android.
The Short: Sad trumpet sounds.
Recommended if you like IKEA furniture, knick knacks, pretending you’re 3 feet tall
Description: Nicolet.jp is a great publisher. They have released numerous, enjoyable games that I highly recommend. Mushroom isn’t one of them.
Listen, if you’re going to name your game Mushroom, you really need to capitalize on the premise. I want to see mushrooms everywhere. All species! All shapes and sizes! Mushrooms houses! Mushroom stools! Mushrooms with spots, stripes, all the colors of the rainbow. There could be some aspect of the game related to poisons, fairies, rain, water, growing mushrooms on a log, I don’t know. These ideas just sprung to mind based on the rich cultural cache that mushrooms occupies. Did this game utilize any of this? No, absolutely none. The only mushrooms in this game are little mushrooms sculptures slung around a room that is dominated by book cases and a television. Honestly, guys, just pick a different title.
In addition to the missed artistic opportunity, this game is also straight up boring. Solving this was so easy that it was an unrewarding victory.
Difficulty Elements: little cascade | readily apparent puzzle arrays | straightforward interfaces |no Absurdity | typical solves