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I left the candle in the wrong side of the room when I needed it and it didn't make it all the way through to the correct side when the room was adjusted. I looked up a walk-through video and managed to see it was the item i needed next, which spoiled the "how to use it" part, but I feel like I would have figured it out. It might be worth re-adding the items to the inventory in the cases where this is possible. In my case I was able to get the candle by clicking on it through the wall luckily.
Overall, SO MUCH FUN. Great concept!
But oh my god, the miniature room tile puzzle. Entirely too many pieces and the room is too fucking small. I couldn't walk all the way around the table to try and get a better idea of the angles I was working with.
Overall a cool concept, but falls completely flat with clues ranging from incoherent to entirely unhelpful and the actual play space needed to be doubled, I was legit starting to feel claustrophobic. I got to what I imagine was the final puzzle and just alt+f4'd because I was starting to feel sick due to the terrible physical design of the room
The specific puzzles i did not like:
Finding all the colored balls took forever. The skull puzzle was neat, but I did not understand what the skull was doing. Since there was a lack of guide, the rest of the room and future puzzles just ended up being misdirections. The keys puzzle feature half a "2" on either side which is just confusing. The rabbit puzzle should not have the extra wooden bars as it's just confusing. The worst puzzle was the tiles with colored numbers. If the puzzle relied solely on the corner colors, why were the numbers colored? There should've been some riddle at least to explain that it was about the colored corners.
For how challenging the puzzles were for me, they clearly weren't designed poorly - I knew the clues were there and that I just had to put it all together.
I love very small rooms from both a design standpoint, and a gameplay one. Occasionally difficult to navigate, yes, but it helped tremendously considering how spatially complex some puzzles were <3
Puzzles seem really good but we quit after losing a key item for the 3rd time because it was dropped in the wrong place.
(The three last graphics options, Full/Pretty/High works fine, quarter/fast/fast is bad for a couple of puzzles.)
I thoroughly hated the puzzle with the knight painting. The handles kept overlapping and I had to keep moving the correct pieces to grab a handle behind them... I went straight to walkthrough for the wall tiles puzzle, I understood what I was supposed to be doing but it was too much of a chore for me.
Also, I noticed that the lights don't have to be directed towards the mirror when pointing the mirror towards the circle on the far wall to open the shelf with all the mini board figures.
Everything else was pretty cool though, dragging the skull around with the lights was a cool idea ive never seen before . Nice room overall.
Also, I found your dedication poster.
5, I nearly lost a colored ball under the desk. I dropped it when the drawers were out and I didn't have clear line of sight to it, almost had to restart.
1. I'd suggest making the skull a little more obvious and easier to reach. It's position made it a bit hard to click on. I also didn't understand what I did to complete this puzzle. I was dragging the skull aimlessly and then it was done.
2. The gear picture puzzle is a little dark and hard to see through a couple of the holes. Also, it tends to be pretty difficult to select the correct gear to turn. Maybe make the gears a little thinner so the holes aren't so deep.
3. The "picture says a thousand words" puzzle I thought only referred to the cat pictures. The hint does not imply putting the bottle, hat and book there as well. And finding the solution feels like finding a needle in a haystack.
The table the puzzle is on I feel should just be black and white, instead of red and blue. We spent more than 10 minutes trying to figure out what configuration to place the pieces because we assumed we were supposed to only put blue rooms on blue, and red rooms on red. Removing the coloration from the tiles on the board would make sure no one gets stuck on this train of thought and waste time chasing the rabbit. Just IMHO.
Awesome super awesome. Didn't like collecting them off the floor though. Especially with the very tight spaces. One got stuck behind the shelf and I couldn't reach it for a while. Had to do some clipping no jutsu to get it back.
Aside from that, I LOVED the hints you gave. Like the letter symbol would imply that the word was "Mail". However I had no "M" to fit. So of course I had to do some more thinking and finally came up with "SEND" to solve the row.
Fantastic work here for making players think outside the box.
DRAGGABLE SKULL PROP
A very cool little part with a nice mechanic where dragging the skull across the floor lights it up. But again, because you decided to make a small room, and placed it so high up, I moused over it a couple of times only to not know it was an interractable. I felt like this one SHOULD have been not easier to solve but to access.
One of my favorites. But BY DAMNATION OF THE GODS, being colorblind was SUCH a huge setback for me to solve it. It didn't help that the lighting worked against me and I had no idea if the color I was matching (for the blocks behind the chess board) were red/yellow or green/blue. The angle at which you had to keep viewing again DID NOT HELP.
ROTATING GEAR PUZZLE
Sorry but this one didn't do it for me. In my opinion? One of your worst. I had no idea what I was even trying to put together and the fact that rotating objects in this game is such a pain made it very unenjoyable. Straight to a walkthrough for this one, SIMPLY because I couldn't see jack with it.
I'll give my initial thoughts, incomplete as they are and give a full review when I manage to actually finish it.
First off, it looks fantastic. Set pieces are beautiful and pleasing to look at. Love the lighting touches. However, the room layout is cumbersome and cramped. You could have done with less clutter and items to solve puzzles. The Garbage Disposal didn't help too much since your design choices of two very small rooms incentivizes keeping tons of different objects within inventory, not knowing if you had gathered EVERYTHING to finish a certain puzzle or not.
As for certain puzzles: I got about a 50/50 enjoyment out of them. Some of them were very enjoyable, some felt gimmicky and made me scratch my head at the thought process.