Windows is the better experience due to the issues with grabbing the mouse cursor in a web player.
Mouse control is the only real option. Gamepad now works in the Windows version, but still doesn't fully work in the web player.
Made with Unity, NGUI, Blender, Inkscape, http://www.bfxr.net/, Substance Designer, ASE, and BMFont. Wow, I used a lot of tools in such a short time!
The goal is simply to escape each room. I've implemented 3 gradually more difficult rooms, though none are actually very difficult at all. You might say they are minimally difficult. ;)
I had more planned, but I'm pretty exhausted at this point, and don't know if I'll get them done before the deadline.
I had also hoped to add in Oculus Rift support, but I'd rather have more levels at this point, and I'm unsure of some things about the GUI and the Rift, so I'm not chancing it.
The idea of reusing the same room is pretty nice. I used to love these 'escape the room' games The movement and mouse all felt too fast, not sure if it's my pc (because I notice most games when I play for the first time have very fast mouse movement)
Nice simply puzzles. I liked how to location of the combination changes each time. In the last level you can grab the key through the wall without opening the safe...
It was alright. Simple, didn't do much, not much to it, no real challenge to speak of and not much that I would consider "fun," but it's certainly minimalist.
If (probably when) I make another of these, I'll definitely do the crosshair targeting differently. This way didn't work well at all, but it was all I could come up with in time.
I had actually seen the 'through the wall' bug for the key, but forgot to fix it. Oops! It's a simple fix, too.
I know it was a bit lacking in 'fun' because of the minimalist aspects. I had hoped to add a couple more rooms, with more and harder to find stuff, but time just didn't allow for it.
Game was overall interesting, especially for a 48 hours game. I don't know if it's because I played it in Wine on Linux but I had a hell of a hard time targeting buttons on the panel, like the game was pushing the crosshair away whenever I went over it.
That's weird behavior indeed. My targeting solution was horrible, though, so I'm just not surprised by any problems people have with it. I'm definitely completely redoing that part in the future.
The camera is a bit twitchy to aim with. Nice base for a game which could be longer. The last room didn't even need the color sequence I think? I think I just got the key at first click without the button seq.
Not as easy as it seems at first (but still pretty easy). Reusing the room was a clever twist. The only problem I found was that I may or may not have picked up the final key *through* the wall :)
Yeah, I agree the mouse was poorly done. I'll definitely look into doing that better in the future.
@anatolat I never considered that! I wonder what I could have done to prevent that idea... I was trying to make it real simple, so red-herrings weren't really something I tried for.
Nice puzzle! Setting Screen.lockCursor to true will fix the mouse bug in the webplayer, also it won't work in the Start() method of an object that's created when the app initializes, so you gotta do this in your Update():
I didn't even have to move until the third room, minimally difficult indeed :D Shame you didn't have more time, this would have been pretty cool if it had been expanded with a few more "rooms"
I was a nice idea to let the player restart 3x time in the same rooms but it was a bit disturbing when I opened this chest in 2nd level and found nothing in it. I was thinking it was a bug.
Yeah, I was of 2 minds about whether to disable the safe in the first 2 rooms. I actually had started to do so, and then decided I wanted them enabled. (Both for my ease, and for consistency.) Congrats on finding the combo there. ;)
I like "Escape the room games" and this one is very nice for the minimulist nature. The puzzle with the colored buttons is broken as I was able to pick up the key without doing the puzzle. Also, the detection on the button is a little off, I have to aim high for it. Nice little progression of levels, I know it is silly but would have liked to have a timer so I could see how fast I did it.
Mouse control is the only real option. Gamepad will move you around, but only the left mouse button will activate things.