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Manda Makes a Game Part 8: The Finishing Touches and The Verdict!
My game was largely created. The materials were gathered, the recordings done, the puzzle flow in place.
Now came the really fun stuff.
One of my favourite things in narrative design for games is adding in all those extra details that might not help you solve a puzzle (although that always should be the first goal), but at the very least, helps to build out the world and atmosphere. If this were a movie, these would be the little details that no one initially cares about but manages to catch on their fifth watch.

My little details were not numerous, nor particularly complex, but I am proud of them none the less. The challenge with putting these little details into a puzzle game is that you don’t want those details to become potential red herrings for your puzzles. What I could put in was limited, but it was still my favourite part of the design process.
Read the rest of this entryManda Makes a Game Part 7: Testing
Testing a game is an essential and integral part of the design process.
I didn’t do enough of it.
End of post!
Just kidding, of course. About the end of the post, I definitely did not do enough testing.
Even with the limited testing I did have though, I learned a lot about the process.
One of my challenges was that the majority of my testing was done online. Admittedly, this time around I chickened out of doing a couple of in-person tests. I’ve never been great at asking people to sacrifice their time to do stuff for me, and a small part of fear of having to face people physically who hated the game miiiight have played a small part. It’s something I hope I can rectify in the future.

I quickly realized that testing a physical game over Discord and Zoom chats presented some challenges. I don’t think I appreciated with a physical game how much being able to pick up objects and documents at a whim played a part in the experience.
For example, I had the one puzzle which involved placing a ring on a piece of paper to look like the number 8. In the couple of in-person tests I managed, it was one of the first puzzles solved. In the digital tests though, where I used photos to demonstrate the different stages of the puzzle, it was one of the puzzles players struggled most with. My testers confirmed that the ability to physically hold the ring and manipulate it seemed to make all the difference to figure out what to do with it.

Another challenge for me was learning how to listen to my testers, who were not always verbose. I tend to forget that I am a verbal processor, meaning I best process thoughts by talking them out loud. This kind of makes me an ideal in-person beta tester because I am constantly talking through my thought process. Not everyone best thinks this way though, with many trying to think of solutions purely in their head. It made me realize I would have to be better at listening to not just their verbal cues, but any visual cues as well, or to be better able to sense their emotions while solving. Was it taking too long? Were they too frustrated? I don’t know that I did the best job with it, but I did learn.
I also need to try and think of better ways to ask questions post-testing to see what people thought. Asking in the moment is kind of a double edged sword. On the one hand, that is when memories are freshest. On the other, letting the experience sink in so that the tester can parse out why they might have struggled with certain puzzles is very beneficial as well. What I had to manage most during this process was my own anxiety, accepting that someone not being able to articulate what they thought was not necessarily a bad thing.
There was a lot of great stuff though that came out purely from the testing process. The biggest of these things was working out my hinting. Originally, the UV light in the game was used purely for one puzzle. But of course, what does someone do when presented with a fun purple light that reveals secret messages? Shine it on everything they can. I wanted to reward that fun and curiousity. Combine this with players wondering where to place objects or me wondering where I can put a morse code legend, and the solution presented itself. The UV light could be used to help clue players on how to solve puzzles. This ended up making all the difference.

Overall, it was a good experience testing out my first game. There is a lot I would do differently, and hopefully future games I will be a testing machine!
Test your games, everyone. It’s important.
Manda Makes A Game Part 3: Narrative Considerations and Influences
To understand the rest of the design process for this game, I’m going to have to actually talk about the narrative first. Because it’s me. At the same time though…this is one of the more difficult things to talk about process wise. So..SPOILERS, if you ever actually want to play the game (likely not) and for my Secret Santa.

An Escape Enthusiast Abroad: Netherlands 2 Electric Boogaloo- Day 1
I am back! And abroad! Yes, after a long period of withdrawal I am back on an escape room trip. Not only is it another escape room trip, but a return to the Netherlands no less!
This time around I am with my regular crew: Errol, his sister Lizette, our friend Margaux and special guest Myra, who we met during the pandemic and became a regular part of our online escape crew! It is great meeting her in person! The whole trip started because Lizette was going to be hanging around Europe for 2 weeks, so we figured, why not plan escapes around it?
Read the rest of this entryEscape Room Narrative: Dialogue Considerations
Back when I was acting more often, I was in a Fringe play in Toronto. I was 25, and soaked up every project my hungry acting soul could consume. This one was particularly exciting. Like most Fringe shows, it was an original script, something I had never encountered outside of terrible university shows. It was also my first time doing something semi-professionally, and the anxiety of making a fool of myself in front of swarming throngs of judgey theatre critics was strong.

There was one line in particular I simply could not seem to deliver properly. For weeks, I had been struggling with it. The director/writer was extremely patient with me, giving me some direction, even trying to do a line reading. But no, every time the words came out of my mouth, they sounded like an elementary school kid trying to be an adult…or maybe it was the other way around.
Read the rest of this entryEscape Room Narrative: What Spiderverse Can Teach Us About Intro Videos
So two weeks ago I finally saw Spider-Man: Into the Spiderverse. Yes, I know. I’m more than slightly late to the game here. Part of it was intimidation of my Marvel fan friends (they can be intense). Part of it was my fatigue with Marvel and Spider-Man movies in general. A very small and petulant part of me simply didn’t want to get on the hype train. Whatever the reason, the important thing is that I saw it!
And I. Am. OBSESSED.

Yes, the hype was real. Despite knowing only the very basics of Spider-Man, I was still in love with this movie. And there is a lot to love. The ground-breaking animation, the engaging characters, the humour, the heart, everything was almost pitch perfect in execution.
But there was one scene in particular that caught my eye. And I’m not talking about the “What’s Up Danger” sequence…although that is an incredible sequence, and it definitely took my breath away and I may or may not have that song on my jogging playlist now so that I too can feel like a Spider-Person while I huff and wheeze my way down the street.

No, the scene I am talking about comes almost exactly one hour into the movie. It lasts approximately thirty-five seconds. And it is an excellent example of what we could be doing with our escape room intro videos.
I am talking about the Kingpin backstory reveal. Spoilers ahead for…well…a very tropey backstory, I guess…
Read the rest of this entryEscape Room Narrative: My Favourite Character-Driven Escapes (That I have Played…Mostly)
Recently, I had the opportunity to speak at RECON Global about characters. In it, I did a high level 101 talk about how characters can be presented in escape rooms. At the end of the presentation I made a vague reference to the interesting things I have seen some escape rooms do with their characters. And because I didn’t have an additional two hours to ramble, I left it at that.
So, I decided I would use my very unlimited word limit here to talk about them in more detail! Enjoy the spoiler free list of the escape rooms that are pushing the boundaries of characters!
Read the rest of this entryEscape Room Narrative: The Remote Avatar
It’s been three months since my city locked down. I’ve had to adapt to working from my dining room chair and lining up with anxious citizens outside a grocery store.
Likewise, Escape Rooms have had to pivot to try to survive the next few months. How successful they are is still up for debate, but it has resulted in some interesting new trends that are becoming the new norm.
Now is a time of uncertainty. But it is also a time of opportunity. Innovation is often born out of limitations. There are creative mines to be delved here. I wanted to dedicate my next few entries to some of these trends and narrative possibilities: what’s working, what’s not working, and what we could be doing with the time we have now.
The first thing to talk about is one of the first things escape rooms decided to employ: the remote avatar.

Escape Room Narrative: Music
“Immersive” is definitely a buzz word that has been growing in popularity in the escape room industry over the last few years. Designers and companies strive to make their players feel immersed in a world. There are many discussions of elaborate sets, seamless technology, and environmental storytelling.
But there is one tool I have rarely seen discussed: music.

Music has shaped so much of our art and entertainment. Whether it is opera, film, or video games, I doubt there is anyone who can imagine these mediums completely devoid of music. It lets us know how to feel. It helps tell the story. It builds the world. It is one of my favourite parts of the entertainment I consume. And yet I rarely see it discussed in escape rooms.
Escape Room Narrative: Exposition Part 3
And now we get into some of the more involved escape room exposition tools. Super exciting times! (said the nerd) Read the rest of this entry