Weekday Escape N°61
There are artists and then...Well, there are those who critique. I'd like to think there can be an amalgamation of both in anyone who loves art, in all its forms, but that can be argued another day. As Anton Ego puts it: "The work of a critic is easy. We risk very little, yet enjoy a position over those who offer up their work and their selves to our judgment. We thrive on negative criticism, which is fun to write and to read. But...the average piece of junk is probably more meaningful than our criticism designating it so." Thusly I'm often hesitant to lay in too heavily in my own critiques as what makes games enjoyable is very subjective. Perhaps the loudest criticism I offer, though, is silent: Those games which don't often make it into the Weekday Escape lineup. Well, it's not that they're not enjoyable or rendered through talent and cleverness, it's just that there are quite a few new escape games born each week. Why did I pick this week's trio from FunkyLand, MayMay and Amakuchi Game? Well, good question. I'll answer that soon enough but for now, I've talked enough. Besides, I'd rather know what you think...
1st Room - by newcomer MayMay can be played on your PC or mobile device, just select appropriate button in upper right corner of the game page to switch between a Flash or HTML5 version of the game. While the cursor is unchanging and the puzzles tend toward simplicity, the game sports a nice user interface and artwork which may remind you of Petithima's style. Your successful exit from this room is likely to come quick, the only hangup being how to discern one cleaning apparatus' component from another. For a first entry, it's note-worthy enough to leave us looking forward to MayMay's next creative endeavor.
Table - Scroll down the page a bit to find the game window, then click anywhere in it, to begin this rather short escape from Amakuchi. The gameplay centers on a series of interconnected puzzles in a single line-drawn scene—some are simple and some are deceptive in their seemingly simple presentation. This is one that you'll enjoy if you like a little abstruse logic in your games; which means it'll probably appeal more to fans of Detarou than to those who favor more user-friendly stylings from Tomatea. Still, comparisons are easier made than justified and Amakuchi's own unique talent is evident enough in these small offerings that it's easy to long for something more epic by this designer.
Girls Room No.2: Cheek Rouge - Although this series plays on the notion that girls must like all things pastel and frilly, and loses a bit of whimsical freshness in the process, there's enough of the FunkyLand charisma and style which we know and love to provide a pleasant midweek diversion. In case you've missed the first few dozen FunkyLand creations, here's the break-down: Search for and collect five items (rouge compacts this time around) in order to earn the door key. A few locks, made difficult to decode only by some hard-to-distinguish inventory and a hard-to-spot clue, are all that stand in your way of a smiling victory. Probably the only actual disappointment prompt is knowing FunkyLand has the artistic skill and cleverness to make something even more.
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