This post is a two-parter. Recently I went to Secret Studio, my third experience with room escapes; and Minkette, one of the creators of Oubliette, came to the Oxford/London IF Meetup to talk about the design and creation process. I’d asked Minkette to come talk about the kind of storytelling she does: often location-based, often using … Continue reading “Minkette on Escape Room design; Secret Studio”
I’m standing on a London street across from a scrap metal recycling establishment, in front of a door with no sign except a cryptic symbol. I’ve been told I will only be admitted if I press the buzzer at exactly the right time. A stranger asks me whether I’ve “had experiences like this” before. I … Continue reading “Learning about Multiplayer Puzzle Design from Escape Rooms”
Sunday a group from the London IF Meetup got together to tackle the Enter the Oubliette escape room. This was my first contact with escape rooms, though I’ve heard about a number from friends who’ve either played or worked on creating them. (If you’re in Seattle, here’s Sam Ashwell on the work of Puzzle Break. In … Continue reading “Enter the Oubliette Room Escape”
Escape from Summerland is parser-based puzzle IF concerning an abandoned fairground, and lists a number of beta-testers. As usual, the jump will be followed by non-spoilery comments; then if I have anything spoilery to say, there will be spoiler space.
The Sealed Room is a short parser-based fantasy piece, using conversation and NPC interaction as the basis of several puzzles. As usual, the jump will be followed by non-spoilery comments; then if I have anything spoilery to say, there will be spoiler space.
Escape from Colditz is a board game about the German castle that during World War II became a prisoner of war camp for prisoners who had already escaped at least once from some other camp. The idea of putting all the most clever and resourceful prisoners together in an old building riddled with hiding places … Continue reading “Escape from Colditz as Procedurally Paced Narrative”