Continuing the story from The Room Two, your obsessive search for the Null results with being lured to 'Grey Holm', a mysterious mansion located on a remote island. You must use all your puzzle-solving abilities to navigate a series of trials devised by a mysterious figure known only as "The Craftsman".
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I started this way back when I finished The Room Two (Jan. 7th), but fell off of it after the first few chapters. Picked it back up a couple days ago to get it off my phone.
This is more of The Room! Which is good. Love the kinetic nature of the puzzles, everything feels so cool to slide around. The objects and environments all look great! I feel though the Scale got too big. Many puzzles scale multiple rooms. There are multiple moments that require the player to take one object and scoot between 2 zoom levels, then though multiple door transitions, then zoom in again. Just a bit too much friction to make every puzzle satisfying when solved.
This is more of The Room! Which is good. Love the kinetic nature of the puzzles, everything feels so cool to slide around. The objects and environments all look great! I feel though the Scale got too big. Many puzzles scale multiple rooms. There are multiple moments that require the player to take one object and scoot between 2 zoom levels, then though multiple door transitions, then zoom in again. Just a bit too much friction to make every puzzle satisfying when solved.
there was a lot i liked about this relative to the first two games, for example it feels like the production value was a lot higher.
however, while many of the concepts attempted here were good in theory, i feel they were poor in execution. for example, the hidden puzzles that unlock the additional endings should have been cool and been a good reward for observant/determined players, instead it was tedious because i had to slowly move between rooms of the grey room and tap on things until i found stuff that was interactable, and repeat this until i found the correct parts. i resigned myself to using a guide after a while because it was just taking so much time to move between scenes.
however, while many of the concepts attempted here were good in theory, i feel they were poor in execution. for example, the hidden puzzles that unlock the additional endings should have been cool and been a good reward for observant/determined players, instead it was tedious because i had to slowly move between rooms of the grey room and tap on things until i found stuff that was interactable, and repeat this until i found the correct parts. i resigned myself to using a guide after a while because it was just taking so much time to move between scenes.