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Hi! Weekday Escape and Weekday Puzzle are here!
With Amajeto you return to Blue Islands, and Selfdefiant in his latest 3D escape wants you to escape a dangerous place. TomoLaSiDo's room isn't dangerous at all and you can get away quickly, because the biggest puzzle is optional. From Prisma Game Lab we've got a good escape from a magical workshop.
Both puzzlers (by Troll_hunterx and by Notan) have the same objective - to get a square/a blob to a specific place - and both are fresh and original. In Troll_hunterx's game you have two parallel worlds to play with and in the Notan's one letters U to help you.
Have a good time and enjoy!
Blue Islands 3
With Amajeto's third installment of the mini-series Blue Islands you return to the hotel yard where the gate leading to the pier is already opened. Yay! You can finally drive to the lighthouse! Well not so fast...the speadboat has no key, and so you have to return and search the hotel yard again for clues, solve puzzles, activate the boat and find the key. Enjoy your trip!
The cursor isn't changing, the save option, one ending.
Lost-In-Nature
The Selfdefiant's 3D escape has attractive graphics and an interesting start - seems that you are supposed to hunt and fight a monster of some kind. However, the game turns into a standard escape pretty quickly and like your cowardly friends, you will leave Gary to his fate. Maybe there's no other way. Poor Gary.
The cursor is changing, autosave, one ending.
Escape Challenge 169: Room with Ice
One device in tomoLaSiDo's room has buttons with Japanese characters, but you can escape without putting the device into operation - it is an extra puzzle. You get hints for it that remain unused if you leave the room without solving the puzzle. For the perfect ending you need twenty ice cubes, but again, you can get out without them.
The cursor isn't changing, no save option, one ending.
Malacadabra
From Portugese studio Prisma Game Lab we've got a nice escape from a magical workshop and yes, you can perform a bit of magic here. Nice. Most of all you need to solve few good puzzles and be patient - you get sufficient hints for them but it may take a while to find them, or precisely, to recognize them.
The cursor isn't changing, no save option, one ending.
Sokoppo
Troll_hunterx's puzzler has clean minimalist design, pleasant soundtrack and a simple goal. To clear a level, you need to get a bigger square(s) to a small one(s)...and to do that, you need to move around few blocks. But there is more. There are two words in higher levels, a black and a white one, and this is where the game gets interesting and fun.
Controlled by WASD/Arrow keys, R to restart, Z to undo, 21 levels. No save option.
PushingU
Notan's puzzler made in puzzlescripter is about a letter U - and it has some really interesting features! You need to get your pink blob to the pink square with a help of U letters.
Controlled by WASD/Arrow keys, R to restart, Z to undo, autosave.
We love escape games, and our readers love talking about them and sharing hints! How about you? Let us know what you think, ask for clues, or help out other players in the comments below.
Sokoppo is a great use of the theme and a clever game! I found only one problem and that was getting back to Level Select without re-solving the same puzzle. I sometimes selected the same level twice by mistake and only wanted to play the next higher level, but couldn't get back to the main menu without playing the same level again.
Man, Lost In Nature was awful. Took forever to load on my computer, and only did so after multiple attempts. But the game itself was horribly buggy. I could forgive…
…the lever not being able to be moved while the shovel was selected…
…but there was a lot more flakiness to be had here:
In the second area, lots of issues. The glimpse of the four-color code revealed by throwing the lever flashed by too quickly to catch, and the unusual perspective left me thinking I was missing a node. (You would naturally think that the head shown ever-so-briefly was the one you were standing in front of. 🤨) Took me forever to realize it was the big head just to the left of the starting scene. But I didn't even need it—the game let me click on the distant chest from the scene with the burning fire and get the jewel. No solving necessary!
I somehow got into the room with the seven-digit chest and the diggable area before ever solving the spinning dial gate, then was puzzled as to where that scene had disappeared to. I knew it was there a minute ago—I had two gems to prove it! 😠
And then to get to the end game and discover the last item was somewhere where it clearly hadn't been before? Ugh. And there were movement indicators in that final scene, and I'd wager they were not supposed to be there. 😒
This is why I always save the best escapes, like the Amajeto and tomoLaSiDo ones, for last. Much better to end on a smooth, reliable, enjoyable game!
Malacadabra was quite nice, but it could have used some zoom-in nodes for things like the numbers on paper on the wall. The hand-drawn graphics were nice, but it was kinda hard to make out fine details like those tally marks. And either my Portuguese is worse than I think it is, or the volume control for the music doesn't work—it played continuously, and became a tad monotonous.
Blue Islands 3 was just as lovely as the other two. The lights on the boat are a bit difficult to make out, though. If you can't quite see them, the colors are:
RED GREEN RED GREEN YELLOW
YELLOW YELLOW GREEN YELLOW RED
You really gotta pay attention with this one. Some of the clues are in plain sight, but devilishly hidden!
Yeah I'm not sure who plays Selfdefient games, they're pretty basic cookie-cutter stuff with astonishingly low quality control. If escape games weren't a dying art form, I'd lobby for JiG to just stop putting them up, but as things are we have to take what we can get. Not that I'm going to play them.
Amajeto's games just keep getting better. Bravo.
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