Tricky doors is a captivating game that offers a variety of puzzles. Find a creative way to get out of each room. Tricky doors is a point-and-click game in the "escape the room" genre with plenty of mini-games and complicated quests.
Enjoying Tricky Doors?
I played through all available levels in about 2 weeks. Game mechanics on console (Ps5 Pro) were annoying at first, but it's easy enough to eventually figure out which buttons perform which functions–though this doesn't always hold up. Overall, I really enjoyed the challenge, and I'm looking forward to playing new levels when they drop.
Best:
- The ambient soundtrack was great; nothing earth-shattering, but pretty ideal for focused puzzle-solving. My ADHD musician brain was happy that neither silence nor soundtrack ever got in the way of things.
- Some challenging puzzles, some easier ones to solve. Personally, I was a big fan of the lack of hand-holding, but also that there were some puzzle "breaks."
- I definitely appreciated the level of detail that went into crafting each environment. Again, the graphics aren't life-changing, but they are pretty and don't obstruct the focal point of the game.
Worst:
- I get it, especially in today's economy, but the microtransaction prompts for hints were both annoying. The number of times I accidentally hit R2 by accident were god-awful, as I never intended to use hints at all. (Trophy-hunting.) On the plus side, once I accidentally used up all of my hints (often by literally putting my controller down on the couch to take a sip of water lol), the hint icon wasn't overly flashy. It was easy to ignore.
- Background knowledge can help you AND hurt you. There were several times when I tried to solve puzzles that I understood, but the game put roadblocks in my path. For example–without spoiling it–I solved a code sequence in one level from background knowledge alone, but couldn't unlock that stash because the game forces you to find an in-game piece of paper that works as an auto-trigger solution. I wasted way too much time trying to figure out why I knew I was correct, but the lock wouldn't open.
- The game also forces walking back and forth before it will allow you to pick up obvious clues for future use. i.e. "Oh look, now there is an obvious item that wasn't there the first 3 times I was in that location." On the other hand, some items are there all along, but you really do need to scour the environment to find them, with little to no information given about their utility. (Personally, I love this, but I could see how it might irk someone else who is used to shiny items in games.)