Prompt 3: The organization of rooms in this game is the crucial element to the game. The objective is to escape the castle. The ability to go back and forth between rooms is an interesting choice for an escape game. This makes it feel more like an exploration/puzzle escape game rather than a scrolling platformer such as mario. The player does get locked out from part of the rooms eventually once they find the secret exit. This is an interesting choice because it departs from the rooms more carefully on the second playthrough to see if they missed anything because of thiprevious assumption that you can go back and forth. A player might feel more incentivized to explore. Transitions between the rooms generally have no animation which creates the feeling of just opening a door and immediately being in another room as opposed to walking down hallways in the game. The hidden entrance is also a unique addition to the game because it adds a new 'mechanic' for the player to search for. Players might not actually know to look for the correct entrance in the upper right corner and instead try the doorway in the bottom corner. This adds a bit of mystery to the room and adds to the setting of being trapped in some foreign castle. A sense of progression is also added when you come back to the starting room and the prisoner's jail cell is opened. The fact that you need to talk to the person in the jail cell to unlock the hidden entrance also forces the player to interact with a designated sprite.