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For the plaques, you do not have to use the zoom to read them. I've placed them at a height where you can just walk up to them and crouch to have a good view. But you're right that I probably should have given the paintings and plaques separate zooms.
You're also right about the clue in the fifth age, of course. If I made this puzzle today, I would put the information down in a more readable and less cumbersome way. I have made a similar puzzle in a more recent room, The Library, and I did provide the clues differently there.
@劉家詐欺嘴: Attributions and links for all the music can be found at the beginning of the room.
If you are looking for a challenging yet rewarding experience look no further. The puzzles in this range from straight forward to abstract and the difficulty of the puzzles are quite varied as well.
Keep up the fantastic work Wollo and I look forward to beating the rest of your maps.
I can understand this escape room can be frustrating for players by his hardness. Thank you for your awesome work. We're washed out now :)
We can't wait to play your next rooms now. Thanks again.
PS : We didn't liked point & click at all.
@nand: I would not say that "lying on a shelf" qualifies as "obnoxiously hidden", but since I generally avoid making the player search for items, I have moved them to the table. Making the notes not pickable is not so simple. For now, I have added a clearer indication that the puzzle is solved.
@alawnhockey: I put great emphasis on my puzzles having a clear solution, even if you take a while to recognize it and go through a few incorrect assumptions along the way. I would very much like to know what alternative and consistent solutions you see for which puzzles, as I certainly want to avoid having those.
@Karl Dandleton: True, I have seen many players struggle with the images more than intended. I have added some color and more detail so they should be much easier to identify now. For the logic puzzle, it's never implied that the owner and accuser has to be the victim. But I have made some changes to the wording to avoid ambiguity.
I also found the logic puzzle kind of comical, considering the wording of some of the clues. I understand the structure of the puzzle, which is one of my favourite kinds, but it was still funny that the conclusion involved someone who was murdered being able to somehow accuse their attacker.
After solving the musical notes puzzle, I didn't realize that a second puzzle spawned behind my back. But I did hear the music BGM change to a track that had a second verse. So I wasted a few minutes trying to re-arrange the notes to match this second verse, thinking I had to continue.
When I realized my mistake, I ended up with some notes left in my inventory, which I then proceeded to be take with me into the next stage. (Sadly, the battlefield guards were not appreciative of my sonnets)
Simple fix I would suggest: Remove the ability to modify the notes after that puzzle is solved. This would have gently cued me into the fact that this puzzle requires no further steps.
This is the only puzzle that I found really unnecessarily obnoxious, the rest seemed well-balanced.
This is surely an advanced room and not for everyone. It is really hard and long, it has archaic language and can be too linear or too theatrical for some players. But those are just personal preferences. If the room is not for you, it's not for you. That's fine.
If, however, you encountered any concrete issues that I can fix, please let me know. I'm always looking to improve.
I'm torn about the monastery. If I just write out the solution word somewhere, it may make the whole thing too easy. But it's true not everybody knows the word (which I did not expect), so I'll have to add something
You do not need to fill every square on the logic grid, only the correct fields, the rest can be left blank.
The hint for the paintings is supposed to help you realize that each type of number (act number, scene number, hidden number, stencil number) is used for one lock. I understand that color blindness is a real issue, I will try to add some help for that.
@Hi I am Menarche: There are some ways to figure out the poem. If you know a sonnet's rhyme scheme (Bill can help with that), you can immediately place two pieces. After that, the sentence structure limits your possibilities and internal logic helps, too. Glad to hear you enjoyed the room!
I would add a couple of suggestions.
in the classroom, maybe add a painting with monastery in the title somewhere, ass and rye were easy to make sense of because of the paintings, but monastery itself not so much, if you were to ask me where do monks live I would say an abbey.
For the logic grid, a small letter somewhere saying that you need to fill every square. Some people are used to just marking the correct squares and live everything else blank when enough information is presented
And for the paintings on age six , what does "type of number" mean? I am quite color blind so it took me forever to find out the numbers were in the paintings, so maybe a less obtuse clue would have been better.
1. The music bit can be solved without being able to hear the notes. There is an alternative solution that is a regular puzzle, it also says so in the in-game help.
2. I understand that this room asks a lot from players with regard to understanding old English. I love this language (even though I'm not a native speaker, either) and wanted to pay tribute to Shakespeare and celebrate his language with this room. I fear that would not have been possible if I had simplified the language. I can only ask players that do not understand everything to use the help which always explains things in simpler English. Most item names needed for the solution ( ass, rye, tea, and monastery ) are explained with hints or in the help, That leaves only the word moon , which should be known to every player.
big respect to the creator for putting together many good puzzles!
In response to some previous criticism:
- The math equation was not a guessing game. I was able to work it out on a sheet of paper IRL.
- The symbol words themselves were easy to figure out (especially as it says the animal name right on the painting itself...). It was more challenging trying to figure out what the final image was supposed to be.
- Musical puzzle is easy if you know your notes, but you can also figure it out by playing the song, then putting one note at a time to see if it matches.
- Animal puzzle was challenging, but fun! I want to hear the backstories of these crimes...
Overall, I loved this and hope to see more actually challenging rooms! Thanks, Wollo!
I know my puzzles tend to be on the hard side, simply because I like hard puzzles as a player. I know that turns away a lot of people, but I'm ok with that as there are also those who prefer a harder challenge. This room is definitely geared towards them, and by design, it's a niche where I feel at home.
I also provide hints and solutions for all puzzles so you can get help or skip whatever you don't like.
The "match the notes" puzzles has an alternative way to solve it where you do not need to hear and match the notes at all - seeing as I can't match notes myself, I knew I had to offer a way around it. The animal crimes even have a skip button in-game because I understand not everybody will enjoy such a logic grid puzzle.
I'm sorry to hear the room is not for you, thank you again for the helpful feedback.
The musical note part was also extremely hard for no reason at all, because the tones being played were different. Even in a puzzle that has the same sounds, I find these type of puzzles just a filler as a small mini-game so you can proceed to the next puzzle.But in this case the mechanic is displayed as a full-version of the "match the notes" to proceed to the next room so it was just a pain in the ass to deal with.
I reached the room with the "find out the animal crimes" table and couldn't bring myself to go further. The whole experience was just discomforting without tons of fun puzzles (Apart from the first one, the riddles were one of the best in any rooms I've played) and it just kept getting more long and confusing.
Maybe it's not my type of room and it fits another niche, but that's just my two cents.
Cool concept though, keep it up!
While visually appealing and very thought out I personally couldn't bring myself to finish the room.
Some of the puzzles seem like more of a chore and "must be hard" rather than a fun puzzle to solve.
Where do I start;
The whiteboard with math equation: Simply just a brain-teaser leaving you to play hide-n-seek with the symbols until you figure out the correct order. The rotation with the dots it's just very hard to visualize once you go past step 2, could have been smaller. The last one with the words was just blown out of proportions by changing the words for the sake of difficulty leaving the solution being more confusing rather than having a fun aspect of figuring out the order and the meaning behind it.
I have also made a number of hints clearer, including for the logic grid.
@francikeitorl: I have tested it over and over, and have watched many playthroughs without seeing such a problem. If your solution was really correct, I can only assume a desync issue in Escape Simulator.
Other then that I has a lot of fun playing this map!