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(+3)

This game is bad.  Sorry.  What you call "story" is not really a story -- and escape room games mostly don't need a story anyway.  The problem here is that the items don't relate to each other in any logical way and the hotspots don't behave consistently.  If there is a knife on a table I should always be able to pick it up -- but maybe I don't know where to use it; if I search a bookcase once I should get all its clues -- but maybe I can't understand them; if there's a trap door I should be able to open it or it should be locked.  If the girl drugged me to start the story, why didn't she just hang me up in the attic the first time instead of drugging me again?  What's the point of having a basement if the only thing that happens there is passing out again?  Why is one houseplant clickable but not the other?  Why do I not find the sleeping pills in the couch the first time?  Why would I want to dissolve them in hot water and leave that on the table?

Basically every single move in this is arbitrary -- it could be anything.  It seems like you let some LLM design this bundle of interactions and you figured that was good.  Study some other escape rooms and think about how each step makes logical sense -- which isn't always the case: bad escape rooms always have problems with their logic.  This is *all* faulty logic.

Thanks, I'm glad someone replied at all. I need to think about how to prepare the next game now