Published by mipp. I played this on android.

The Short: A deck of well-deployed text boxes and okay puzzling.

Recommended if you like cornball humor, animal figurines, hobnobbing with demi gods

Description: This is a middling escape game that gets extra points for silliness. Behold:

Yes, that’s right. God himself greets you at the outset of this game to introduce the premise. Your ancestors have all previously completed these puzzles and escaped from this room. Can you?

The room itself is a design netherworld concoction. Were it not for the helpful text boxes that crop up everywhere in this game, it might be hard to tell objects apart. That being said, the actual content of the text boxes tends to be funny in that kind of “Ah. It’s a joke.” kind of way. Snoop around the traditional Japanese space with screen doors, fan prints, and a mountain replica complete with paper lanterns. Collect all of the keys, “shine” the bamboo, and fulfill your low-key destiny.

Difficulty: Medium
Difficulty Elements:
okay cascade | readily apparent puzzle arrays | straightforward interfaces | no Absurdity | typical solves


Kalaquli R

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