I liked this Dungeon Crawl a lot (slowness notwithstanding). It takes a lot of strategy, math, clever moves and judgment to advance. The spells are well-conceived, the monsters are appropriate for the difficulty of each dungeon, and there are many different ways to be successful.
My one criticism is that you have to have an ending after completed the 16th dungeon. It is too hard and too long to get to the end and just go back to the tavern. I see why it makes sense (i.e. if people want to go back and clear other treasure chests, etc.), but if you have bought/earned/defeated everything in the game, there should be some recognition. 4/5
Not totally sure how I feel about the super-hidden things in the game (like how to access the brain game and the cat game). There is SO much to do, and it is so challenging on certain levels, that it seems like there is no reason to have a player have to click around in the background. It seems to make more sense to just point the player to all of the minigames, just like you point the player to the 60 or so different races. But this game is outstanding. 5/5.
Don't know how in the world we were supposed to have figured out to shoot the bottom of the bottom drawer out to get that key. Give us an X or something.
Yep. Sad, since these little puzzle-style escape games are growing on me. But someone on one of the Walkthrough forums explained mathematically that the third puzzle is unsolvable, since the marbles can only exist in 2 clockwise orders, and the dishes are laid out in an order which isn't either of these. So I'd obviously have to give this game a 1/5. It seems fun, well-drawn, straight-forward, etc., but it cannot be won unless it is hacked.
Eh, there are a few steps here that you have to be psychic to figure out (or just click everything about 50 times). Everything made some degree of sense retroactively, but some of the puzzles are just wild guesses.
Wayyy too complicated, way too cluttered. None of these games should necessitate that many keys (about 11!!) plus that many heart pieces, plus that many codes. Most of the puzzles were internally logical, but there were also too many cases where the item wasn't labeled and it was hard to figure out what it was (most notably the hamburger patty, that just looks like a black circle). Also, the red box often glitched and didn't open with the code. A better game than I could make, but only somewhere between 2 and 3 / 5. Color the locks so that people don't have to try every single key in their inventory for each lock, and give more visual inventory space than 7 spots when people pick up ca. 30 items.
Edit: Not a particularly good escape game. I didn't use the walkthrough--I did stumble around for several minutes, but eventually escaped on my own volition.
Not a particularly good walkthrough, since a lot of the puzzles either make no sense or yield a tool that makes no sense, but it isn't impossible. Just click on everything and use everything, and you can beat it without a walkthrough.
This was not an especially satisfying Room Escape. It was better than I could have done, but there is no rhyme or reason to the colors of the balls, which jars they go into, or which drawer they affect. It would have been very easy to fix this, and there is no value in just random trial and error. Placing the flower into the picture hole was also weird, as was the fact that certain objects that looked like they would be important (the painting on the left, the towel near the door) are nothing.
Spoiler alert.
I didn't like the you have to count the number of puppies, but everything else had its own number on it. That is sort-of intuitive, but the type of inconsistency that makes it seem shoddy. I also didn't like that you have to click on the flower rug, which is too far down on the screen (it is in your "go back" cursor"). So while there was a lot of effort put behind making this game, I can't go above 4/5.
90% of the comments hate this game, and I can't really see why. No, the game isn't original and it doesn't have anything great about it. But I found the puzzles fairly challenging (maybe I am not experienced enough in this type of game to find them easier), and by the end (level 19, for example), it takes an impressive combination of timing, insight, memory, aim and patience to move forward. I don't really know what people were looking for that they didn't get in this game. It isn't trying to be all that ambitious.
As with what others have said, it would have been nice to see some sort of congratulations for getting past level 20. It is common courtesy for the effort someone puts into beating your game.
I like this game. It is not the best racing game, but fully adequate, somewhere in the 3/5 area. My biggest complaint is a selfish one--the secondary achievement on Course 14 (the 1:02 time trial) is considerably harder than any other achievement in the game. I have run essentially perfect races--a good start, clean landings on all jumps, no interference from other cars, and then either a takedown or enough boosts to trigger the turbo option, usually at about :47. After many runs, I still can rarely get better than 1:06. The other achievements are simply things like "run over a certain number of meadows" and "find all the stars," and this is much, much harder. I could see it as a worthy achievement on the 20th track, but it seems anticlimactic in the middle.
I found this game very good. 4/5 at least. As with many Dungeon Crawls, it starts off being very challenging, and after the acquisition of a few party members and weapons/magic, it becomes quite easy, to the point of no longer having any fear of danger until you face the big bosses. Artwork is simple but adequate. Missions are simple and straightforward (though getting to the king's crown is difficult), and it keeps track of all relevant stats accessibly.
A couple minor suggestions: “Wisdom and intelligence” should maybe not be separate categories--rename one of them. The queen should be locked away until the party leader has reached level 10 and completed all other quests. Also, there should be an ending. By the time a player has gotten to 32,400 XP, they have beaten over 95% of all demons, and it hasn’t been overly challenging for a while. After they beat the queen, they’re done--there’s no reason to go back and chop trees and kill rats. Cue the fireworks and end it there.
I set the lap record on track 10, and it was the first lap, and I was in third place when I set the lap record. So two of the other cars were faster than I was, while I was setting a nearly impossible record. This shouldn't happen--if you can maneuver through a track as hard as track 10 in record time, you shouldn't be looking 7 or 8 car lengths ahead at the leader.
It is better than I could do. But any good escape puzzle is based on satisfying puzzles that can be easily solved with ingenuity. The laser maze is excellent. The cube with the yellow square is perfectly appropriate. Asking people to spell the letters (aye bee cee) is a bit weird and unintuitive, but ok. Making a series of colored numbers which are actually red herrings to hide the REAL colored numbers that are all puns is a step from fun to "we have to be thinking in exactly the narrow, unfair way you are thinking or the whole escape is ruined." And the "shortest distance" puzzles are nearly all impossible to get. Also, there's no real way to know to anagram the door letters correctly, and the fire hallway is just wasted, and it would make more sense if the exit door was in the same room as the starting room, but this last thing is just nitpicky. A good effort, but too reliant upon things that a reasonable puzzler wouldn't think about.