And of course, as with every puzzle game worth its salt, you'll have to work out people's birthdays at some point to figure out a computer password. So a church may require you to move pews to a specific pattern to unlock a secret, or an underwater level (don't say this detective doesn't put the effort in) will see you try to crack open a treasure chest on board a sunken ship. Whilst there's a lot of finding codes and passwords in Tiny Room Stories, the way you go about it for the most part feels fresh each time, with solutions often tied in with the different environments you encounter. A pen and paper is definitely recommended to keep track of all the code-breaking and pattern-spotting you'll be doing! Your character will also keep information like emails considered important to access easily in the game's notes section – but strangely a fair number of details I needed to remember were never saved in notes, presumably so as to not give away that they’re relevant for a puzzle solution. The puzzles themselves are a mixture of inventory tasks – picking up objects, combining them with others – and logic challenges. Most of the game consists of you unlocking doors to previously locked off areas or access to computers in each chapter to get new information that will ultimately lead you to the next. This is crucial, as there's lots hidden away in Tiny Room Stories – you really will have to click on every object and scour every corner of every room to find out if it's hiding a clue to a code or password, especially as there aren't any hotspot highlighters to show you which objects you can interact with. To explore a room on PC (the game was released previously for Android devices as well), you drag the mouse or press A or D to rotate your view and reveal different sides of the room. The game's design is isometric, so you view each room of every new area from a bird's-eye perspective and move from room to room by clicking the next room's corresponding door or ladder. Each new location you visit in your search to discover what's really going on in Redcliff, whether a church, a laboratory or a mansion, represents a distinct chapter. It's an intriguing premise that sets up the game's basic mechanics. In fact, there's nobody in the town, full stop. The road on the way in is blocked off, and when you work your way past and to your dad's house, there's no one there. Sure enough, when you visit Redcliff you find that something very eerie is going on. You play as a private detective whose father has sent a letter demanding that you visit him at once – but unhelpfully gives no real reason as to why. Whilst one of the game's solutions risks being so obscure even a walkthrough doesn't help, for the most part they're logical and entertaining to solve. What it may lack in a hugely engaging story or flashy voice-overs, it definitely makes up in the form of these fiendish challenges and that great feeling of satisfaction after completing them. As the world continues to throw one overwhelming event after another at us, Tiny Room Stories: Town Mystery 's offer of simple, well-made puzzles you can actually solve – or at least attempt to – becomes quite attractive.
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