Escape from the Tatami Room 3
The tatami room is quietly furnished, monochromatic and soothing, a suitable setting to enjoy a meal and relax slowly. Add in the gentle tunes of a classical guitar and, if not for the grumble in your belly and the whimsy of Tesshi-e's clever puzzles, you could possibly even drift off into slumber. But Tesshi-e lives in a world where opening doors in an escape game mean food on the table. So, before you can settle in for some Japanese-style dining, you must first Escape from the Tatami Room 3!
The point-and-click interface of this tatami room, as in the first and second rooms, is intuitively user-friendly, making navigation, exploration and item use a breeze. There is no changing cursor, but that's the remarkable thing about a Tesshi-e design: it's never needed. Helpful messaging as you click about will guide your investigations and, for the most part, clues are very clear. Of course, there is both a normal and a happy end, so use "save" in the function menu before you grab the happy coin.
Although some puzzles are straight-forward, and all are very logical, one or two depend on outside knowledge and may temporarily hold you up if you're not mathematically inclined. Other times, it takes inference to finally figure out how to achieve what you know you want to do. The visual clues are there, but they're subtle, things you'd recognize much more quickly if you were actually standing in this room. Yet it's those riddling aspects, along with the beautiful presentation and sequencing of clues, that turns the experience into one of pure enjoyment. As the answers unfold and you work your way through locked cupboards and quirky devices, a little frustration is quite alright because it only enhances the giddy feeling when success is achieved.