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tadame

1,246 Game Reviews

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There is only one digit lock to solve with its clue on two paintings. The goal is to find seven missing cogs with the help of tools and keys. It's totally fine to explore the rooms without buying a crystal. The lantern is used as a lighter, not for illuminating the dark environment.

Music seems to fit a quest or adventure-action game than this trapped asylum.

Most puzzles are easy to solve. The colourful flag one is a little tricky but I somehow get the green gem by following the left-right top-down order.

Thanks to the walk through comments, the 3-digit code clue was on every OIL can.

The robot slider puzzle got me. Thanks to the walk through comments, the clue is the height of picture frames.

Some scenes are rather dark for exploration. Tools and most gems are visible against their background except the white gem placed close to a book. I went there twice before I found it.

There're two easy puzzles with clear clues to solve.

Music is okay.

A short escape game. A decent house for exploration. Puzzles are easy.

This mystic manor is harder to escape than I thought. Most puzzles were easy to solve except the safe in the chapel. Thanks to the comments on the walk through forum, the clue was written on the music note. The tricky part is entering the numbers correctly - two digits each time and follow the left-right-left sequence.

The purple key is crucial to finding the last two fuses. I had to check all the rooms again before I realised there was a book on the first row of chairs in the chapel. Pff... If the clickable area was larger, I might not have missed it.

Two good points. First, the gem slots are visible when exploring the rooms. This has shortened the time to put the gems back after finding them. Second, there are removable parts which reveal a hidden item. It's a nice addition to the game.

Nevertheless, I couldn't find a screwdriver until I read the walk through comments. It should be placed against a contrasting background instead of reflecting water. :/

Phew, I completed this game without the walk through. There are two tricky spots (brown boards) that need to be pried open in order to obtain the blue and the gold keys.

One can ignore the orbits although it's easy to miss a clickable area. I reckon orbit collection should be removed.

I like that the seven gems are assembled at one place.

Thanks to the comments on another forum. I couldn't find the well hidden silver key at location I. Hint: tap the top of the right table. Also, I didn't realise the lighter was behind the arrow clue paper.

I am not a fan of jump scares and the annoying sounds these characters make.

Most tools are easy to spot except the hammer.

I couldn't figure out how to open the box with directional signs until I read the walk through comments on melting-mindz.com. Hint: solve the anagram ("LEDLW") and press their corresponding signs.

Not sure why I had collected the orbits and later found out they're not being used. Pff ...

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