Don't Escape 2
ScriptWelder's Don't Escape was, as the title suggests, a sort of anti-escape game where you had to figure out a way to lock yourself in to a place as securely as possible, with puzzles to match, and its unique concept proved itself very popular indeed. In Don't Escape 2, it's two weeks after a zombie outbreak, and you and your friend Bill are holed up in an abandoned building... maybe just a little too late for Bill himself, who got bitten in your most recent escape. Still, you're not quite ready to abandon your friend, and you've got more pressing matters on hand... namely, the massive horde of zombies headed your way. You figure you've got until sunset to figure out how to lock this place up snug as a bug, and it's going to take more than just shoving some furniture in front of a door. To play, just click to interact when your cursor expands its crosshairs and turns yellow. Mousing over the top of the screen will drop your inventory down, and also show you the clock. Unlike the original game, you really are on a limited time schedule here. You have eight hours, and since you can travel to more than one place in the surrounding area, time is deducted whenever you travel away from the abandoned building. So explore areas thoroughly, combine items in your inventory, and, well, here's hoping you live to see another sunset!
Don't Escape 2 is considerably more complex than its predecessor, more point-and-click adventure than simple puzzle, similar in concept to I Have 1 Day. The amount of time you have initially seems more than enough until you realize that some actions actually take hours, and when you get stuck, trying to retrace your steps to find out what you missed and where can wind up costing you a lot of time. It forces you to think carefully and really examine your surroundings, especially since some items are tiny and blend into the background and a few area transitions are very sneakily hidden. The larger scope ups the challenge in a big way, and most of the item-related puzzles are fairly intuitive if you've explored everything and picked up what you can, though there are times when it feels like the game hasn't accounted for every possibility in typical adventure game logic fashion. Logically, you may feel like there are some things you could do using certain items that you just can't because that's not the way the game wants you to proceed, which may rattle a little more than usual in a game so clearly speaking to survivalist MacGuyver problem solving. Chances are you'll still need to replay it several times as you learn where everything is, and what consequences certain actions have, but ScriptWelder has clearly put a lot of creative thought into making this one a challenge, and has succeeded in making a clever, tricky game that asks you to put that zombie survival plan I know you have to the test.
Thanks to Chris for sending this one in!