Detective Di: The Silk Rose Murders is a Kickstarter-backed point-and-click adventure game. After reaching its funding target in March 2015, the game was finally released in May 2019.
Unusually for me, I picked up a copy almost immediately after release. It was on offer on Steam and looked interesting, with the promise of a detective adventure requiring the player to deduce the identity of the killer.
I didn’t get what I was promised, the deduction mechanic obviously being shaved down to almost nothing over the 5-year production cycle. But Detective Di is an otherwise well-polished game, with engaging story and characters, and a few interesting puzzles to while away a couple of long evenings. Overall: 3 out of 5.
Shame on me for failing to post anything for over a year. I’ve been working on some puzzles and ideas of my own, but have nothing to reveal yet. As part of that work, I’ve been expanding my knowledge of Puzzle Dependency Charts so will instead share some information about them, including two full charts for LucasArts flawed masterpiece, The Dig.
Puzzle Dependency Charts (or Graphs, or Diagrams) are an excellent tool for designing and refining interconnected puzzles. Online discussions usually focus on their use in the classic LucasArts adventure games since Ron Gilbert of Monkey Island fame developed them to help design his games. But they are not limited to computer games and would be helpful for designing physical Escape Rooms or any multi-stage puzzle.
Every once in a while I try a new free-to-play, massively multiplayer online Flash game. You know, those games advertised by clickbait, starring Kate Upton’s cleavage. Games that are free to play, but offer endless opportunities to buy in-game currency to speed things along or get a fancy orange shield.
Many of these MMOs are completely interchangeable. They feature inconsequential, badly translated plots and throw in random mini-games to keep you occupied as you wait for your stamina to recover so you can click through another encounter. All in the hope that the incoherent story might, one day, come to an end. The sheer quantity of artwork some of these games contain is astounding, with thousands of weapons and individual pieces of armour available to buff your chosen warrior.
Once in a while, though, a game is interesting enough to capture my attention for a year or more. At the moment, that game is Elvenar by InnoGames. This is fitting since InnoGames’ Tribal Wars was my first MMO back in the early noughties. » Read more
I recently picked up a copy of Unlock! Mystery Adventures. So far I’ve only played the tutorial adventure, so don’t worry about spoilers or solutions in this post.
I’ve tried some real life Escape Rooms over the past few years, and they’re usually fun, though I was so disappointed with Breakout Manchester, that I couldn’t even be bothered to blog about the experience! But as we and our friends get to that age where young children start interfering with the adults’ playtime opportunities, organising a group outing gets harder.
Unlock!, Escape The Room, and the critically acclaimed Exit: The Game series offer the chance to try out the Escape Room phenomena in the comfort of your own home and are more suitable for smaller groups, or even solo play. » Read more
The game will be familiar to any Minesweeper players, but with one key difference: you’re trying to locate and uncover presents hidden under the snow, while avoiding the dirty lumps of coal. Double click (or double tap) to uncover a patch of snow. Single click to mark a suspected piece of coal. Good luck! » Read more
The Witness is a computer puzzle game from 2016. It’s great to look at, with challenging but satisfying puzzles and a few moments of genius.
Despite its high points, it has to be said that I was massively underwhelmed by the game overall and bored before I reached the end. The attempts to make the game deep by throwing in an assortment of philosophical sound and video recordings sits somewhere between lazy and insulting. Wired have already done an excellent dissection job, though I would choose the adjective “hollow” to describe the experience of playing The Witness, rather than “empty”.
The distinction is subtle, but the game really does look great on the surface. Its desert island setting is covered with perspective tricks and puzzles requiring you to be standing in just the right place so you can trace paths between separate buildings or across vast landscapes. The design of the puzzles in general is great, with LOTS of them, and a minority that are pure frustration. It’s a worthwhile reward at the centre of it all that’s missing, and the game falsely implies you’re going to receive one with its enigmatic wrapping suggesting questions to be answered come the end. Instead, the only reward for solving puzzles are more pretty graphics and more puzzles.
But if you want a challenge, I’d still recommend picking up a copy of the game. Just don’t expect to find meaning, or plot, or satisfying conclusions in it. Most importantly, if you get bored, walk away and come back when you feel in the mood again. Pushing through the game because you’re expecting something to happen rather than because you’re enjoying solving the puzzles will just suck the joy out of the experience. » Read more
Trippples (with three “p”s, p-p-pick up a p-p-penguin fans) is a chess-like strategic game from the 1970s. I found a copy in a Sue Ryder charity shop for £4. Bargain!
Two players, or two teams of two, try to get their transparent marker from one corner of the board to the other. Every square on the board has arrows pointing in three directions. These arrows tell you which directions the pieces can move each turn. The genius touch of Trippples is that your available moves are determined by the arrows under your opponent’s (or opponents’) marker(s). To win, you must force your opponent to move to a square that allows you to move to your destination. » Read more
For my *cough* 21st *cough* birthday this year, I took a trip to Thirsty Meeples, a boardgame cafe in Gloucester Green, Oxford.
The idea is simple. For £5 per person (£6 if you don’t buy any food or drink) you book one of their well worn tables for 3 hours. During that time, you can play as many of their 2,500 boardgames as you want. Their massive, well-organised library takes up half of the wall space.
Squeezed in among it all is a cafe serving a wide range of teas and coffees, and a small selection of light snacks, sandwiches and sweets. A couple of sandwiches and a slice of spinach pie went down well, and the hot chocolate was excellent. Best of all, though, was the Super Sugar Rush bowl of mixed Haribo, M&Ms and marshmallows to keep the energy up!
I got some game recommendations in advance from their active Twitter feed, and the knowledgeable staff made more recommendations on the day. They were also on hand to give us a decent breakdown of the rules to maximise playing time. During our visit, we managed to fit in a game of New York Slice, two games of Beyond Baker Street and just about squeezed in a run of Betrayal At House on The Hill before the end of the 3 hours.
For a mid-week afternoon I was surprised at how busy the place was, so booking in advance is definitely recommended.
If you want to try out some games before buying them or are looking for something different to do with some like-minded friends, give Thirsty Meeples a go! » Read more
Agent A is your typical point-and-click / escape room adventure game. It’s lifted above the average by nice graphics and a great selection of puzzles with few moments of frustration or tedium.
The basic plot is that Ruby La Rouge, an enemy spy with an awful accent, has killed your boss and several of your fellow Agents. You’re Agent A, the best in the business, and it’s up to you to confront Ruby in her hideaway. No sooner have you found your way through the front door, then Ruby turns the tables and traps you inside with her vicious cat.
What follows is a short but charming homage to spy films as you crack safes, reveal secret rooms hidden behind bookcases, and put oversized precious jewels to good uses. » Read more