At first all you see are some square blotches of color. It's hard to make out what this is or where you are. Is that an ambiguously-shaped chair in the corner? Could this thing be a door? You stumble around as if in the dark or experiencing an episode of... some sort or other. But as you manage to collect together some unhelpful looking green pieces, clicking about in just the right places, the pixels start to take on form and function, and the details of Kotorinosu's Pixel Room come into being. To escape-the-room takes on a new meaning—visual clarity means progress. You're that much closer to success.
The key feature of Pixel Room—its very vague, very 2-D nondescript graphics—combined with a static cursor is going to cause frustration for a lot of players. It's not that navigation is overly complicated; you can pick up "items" and examine them in your inventory, use the arrows on the sides of the screen to change views, or point and click on just about anything in the scene to interact with it. Many objects will respond to your manipulations but the trouble is figuring out just what response is being elicited. That results in puzzles that are initially extremely abtruse and, especially at first, a lot of random clicking around.
To say there are pixel hunts in Pixel Room wouldn't be too pat, would it? Yet leave it to Kotorinosu to turn that into a good thing. Probably because you're not left in the dark overly long, and because it's rather fun to see your guesses turn into actualities, the concept works. It wouldn't have been unfair to give players a changing cursor to help us along, though, and that's my major quibble with the game as a whole: it's more pixel hunt-y than it ought to be. Even so, Kotorinosu's deft hand at puzzle design and a still rather intuitive interface creates substantive enjoyment and a very concrete feeling of satisfaction when the ending unfolds.
Thanks to Cyberjar88 and Corbin for sending this one in!