Your House Is A Strong Enough Puzzler With A Weak Story

by lucky
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You know how people who enjoy escaping rooms are extremely disturbing? Well, I write an escape room as a hobby. Imagine how disturbing I should be. This is because of this disturbing interest that I was attracted to your home (not game, not literally building), which reaches you a strange home and works through the wire of puzzles to sink deep into its mystery.

Mechanically, your home lives up to this foundation – you never go more than 30 seconds without having to face any other puzzle or Kundram without stopping your progress. Although statement, it never feels that you have a lot of reason to work because the game tells you to do them. Many escape rooms I have played works – the plot is just a loose background of activity. But in a video game, you feel it a little more, especially with your home’s weird research system that fits just in a version of the game.

Your home puzzles are creative, but not strong

Your House Is A Strong Enough Puzzler With A Weak Story

But before we reach it, there are central drawings. Many people feel as if the same basic brain teaser sports or escaping rooms throw them on you, yet most of them were not easily understandable, if not easily solved. This is an excellent line for walking, and your home manages it. However, the solutions are often so easy to implement that you can mistakenly force many of them by eliminating the feeling of success or challenge.

For example, from a puzzle you need to push the red button seven consecutive times to open the secret basket. The construction of this puzzle was very good – you had to find a paper sheet with other puzzles, one magazine and squares. Then, through another puzzle, you had to find out what page the paper should be, and how to rotate it. This gave you the answer ‘Red X7’ and the button.

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But when I returned to the button, a single extra push opened it. Clicking around, looking for indicators (as if someone in the escape room), I had already pushed it six times. Only one more click of frustration and I would solve it without solving it, leaving several puzzles along the way. Another time there were numbers from the portrait aspect, and I realized that whenever I pushed the button, the number increased each time. I clicked both of them, tried to reset them at 0 so that I could really come back to resolve the puzzle, and it turned out that the answer was 5-6, so I left it completely.

Although the environment is smartly, the keys on the shelf according to the jar on the shelf, to the UV light secret, to a variety of codes and pad lock clues that are always different, everything feels a bit hard. With your growth, the puzzles are difficult, but this hint is always from the last item you have picked up, which requires a little background thinking to add everything together. Although they make a satisfactory progress, the puzzles are not enough to maintain the conspiracy, and nothing else in the game pulls its weight.

Your home is the best on mobile, and only mobile

Available on PC and mobile, the game is not in line with this distribution. Suitable for mobile (I briefly tested this version), the small type of clicking on puzzles and posts – which the game uses at a narrator’s place – it feels at home on your finger. Although on the PC, it feels a bit slow, and the extra screenplace offered by the desktop version is wasted, only home for ordinary patterns.

Since there is no such control scheme, you read these letters instead. There are some literal postal letters, but mostly are just text boxes that look like this. Some words are bold, and clicking on these words either tells you the more you are feeling what your character is feeling, or compatible with a process. Click on the word ‘nerve’ and you find details of what places make it feel like this. Click on the word ‘indoor’ and you open it.

Unfortunately, there is a lot behind it. Relatively smallers do not get more map than space in a small house and takes far more time. A couple of times I knew where I needed for a puzzle – whether it’s a safe, radio, locker and seatira – but had to scroll in some different rooms to go there.

Your home is a short game, which at the same time to beat it around for almost three hours, and if you want to play in small bursts, with five clearly separate chapters, but because, you feel the time to move backward in the tunnels, not to remember the name of the room or not to remember the room. These, together with the puzzles that resolve themselves and resolve the stress story, drag any enjoyment by solving the individual problem. Your home has a good fax in the escape room, but the flaws only become more clear in the digital circle.

Tag page-core-art of your home home. JPG

Raded

March 27, 2025

Manufacturer (tongues)

Patrons and skwdites

Publisher (tongues)

Patrons and skwdites

The profession and in agreement

  • A solid set of puzzles
  • Well hard progress
  • Interesting Art styling
  • Just according to the mobile play
  • Weak story
  • Puzzles are very easy to break

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