BEASTLY BREAKOUT

Artist’s Statement

BEASTLY BREAKOUT is an immersive escape room experience that takes participants on a thrilling journey through a zoo turned treacherous. It challenges their problem-solving skills, teamwork, and resourcefulness as they navigate captivating animal exhibitions, searching for clues and keys that unlock the path to freedom.

The primary objective of BEASTLY BREAKOUT is to escape the zoo by reaching the solitary exit located on the opposite side of the premises. The participants find themselves trapped inside as the gates swiftly close behind them, setting the stage for an intense adventure. Armed with a brochure map, they must explore the zoo, encountering a series of progressively challenging puzzles and obstacles that hinder their progress.

Within each animal exhibition, a payphone serves as a lifeline to security, offering crucial assistance when needed. However, the participants must be strategic in their use of this resource, as their backpacks contain only two precious coins, limiting their access to help to only two occasions. This limitation adds an element of tension and forces participants to carefully consider when to seek assistance, heightening the stakes and emphasizing the need for efficient problem-solving.

As the participants delve deeper into the exhibitions, they face not only mind-bending puzzles but also the escalating aggression of the animals. The creatures within these exhibits grow increasingly agitated and hungry, as there is no one present to tend to their needs. Each round presents the participants with a pivotal decision: to gain additional time, equivalent to half of the initial allotted time for that particular exhibition, they must choose which team member to sacrifice to the clutches of the beasts. This moral dilemma adds a compelling layer to the game, challenging participants to confront their values and teamwork dynamics under intense pressure.

Gameplay & Playability

BEASTLY BREAKOUT aims to provide a multi-sensory experience that engages participants both intellectually and emotionally. By creating a realistic and immersive environment, we aim to transport players into a world where time is ticking, danger lurks around every corner, and the survival instinct kicks in. The game encourages participants to communicate, collaborate, and think creatively, fostering a sense of camaraderie as they work together to overcome the obstacles and escape the zoo.

Through BEASTLY BREAKOUT, we invite participants to step out of their comfort zones, test their limits, and experience the exhilaration of problem-solving under challenging circumstances. By combining elements of strategy, puzzle-solving, and moral decision-making, our game aims to provide a unique and unforgettable adventure that challenges and entertains in equal measure. Ultimately, BEASTLY BREAKOUT serves as a reminder of the power of teamwork, resourcefulness, and the will to survive, leaving players with an experience they will remember long after the game concludes.

FORMAL ELEMENTS

Players: The escape room is designed for a group of friends or participants who enter the zoo together. The game encourages teamwork and collaboration among the players, as they must work together to solve puzzles and overcome challenges in order to escape.

Objectives and Outcomes: The main objective of the game is to escape the zoo by reaching the solitary exit located on the opposite side of the premises. The players must navigate through a series of animal exhibitions, uncovering puzzles and keys that lead to the final exit. The outcome of the game can vary depending on the players’ performance, with success being defined as successfully escaping within the allotted time.

Procedures and Rules: The players begin the game by stepping into the zoo, at which point the gates swiftly close, trapping them inside. They must explore the zoo, progressing through the animal exhibitions in a specific order, and solving puzzles along the way. The use of the payphone is limited to two occasions, forcing players to strategize when to seek assistance. The game also introduces a moral dilemma in which players can sacrifice a team member to gain additional time.

Resources: The players are equipped with a brochure map that helps them navigate the zoo and identify the locations of the exhibitions. They also have a backpack that contains only two precious coins, which are used to seek assistance through the payphone. These limited resources add a strategic element to the game, as players must carefully decide when and how to use them.

Boundaries: The boundaries of the game are defined by the zoo premises and the exhibitions within it. Players must stay within the designated areas and progress through the exhibitions in a specific order. The game imposes time limits for each exhibition, adding a sense of urgency and creating a boundary of time within which players must complete their objectives.

concept map

GAMES IN SPACE

Game Architecture

In BEASTLY BREAKOUT, our game architecture is designed around a linear progression through different animal exhibitions within the zoo. The players must navigate through these exhibitions in a specific order, starting from the initial entrance and culminating in the final exit. This linear architecture helps create a sense of progression and builds anticipation as players move closer to their ultimate goal.

The game also incorporates a time-based architecture, with each exhibition having a time limit. This time constraint adds a layer of urgency and heightens the challenge for the players. It also provides a clear framework for measuring progress and success within the game.

Space & Narrative

Space and narrative are closely intertwined in BEASTLY BREAKOUT. The physical space of the zoo and its animal exhibitions serve as the backdrop for the narrative, creating an immersive environment for the players. The players step into the zoo at the beginning of the game, and the closing gates symbolize their entrapment within this space.

The narrative unfolds through the exhibitions, where players encounter different animal habitats and face the escalating aggression of the animals. The space reflects the increasing danger and urgency of the situation, creating a sense of tension and immersion.

The use of animal exhibitions also adds depth to the narrative, as players must confront moral dilemmas when deciding which team member to sacrifice for additional time. This narrative element explores the theme of survival and adds emotional weight to the game experience.

Game Progression

In BEASTLY BREAKOUT, the exhibitions are designed to escalate in difficulty, both in terms of the puzzles and the aggression of the animals. This progression challenges the players to continuously adapt and think creatively as they encounter more challenging obstacles.

Additionally, the game progression includes the introduction of the limited-use payphone resource, which adds a strategic element to the gameplay. Players must manage their resources wisely and make calculated decisions about when to seek assistance, balancing the need for help with the limited number of available coins.

Game Onboarding

In BEASTLY BREAKOUT, onboarding begins with the initial briefing and setting the scenario of being trapped inside the zoo. The players are given a brochure map, which serves as a navigational aid and introduces them to the layout of the zoo.

As players progress through the game, they encounter puzzles and obstacles that require them to apply their problem-solving skills. The game provides feedback and guidance through the payphone resource, allowing players to seek assistance when needed. The limited-use aspect of the payphone resource adds an additional layer of challenge and strategic decision-making to the onboarding process.

Core Loops

The core loop of BEASTLY BREAKOUT revolves around exploration, puzzle-solving, and decision-making. Players navigate through the animal exhibitions, uncovering puzzles and keys to progress towards the final exit. The core loop is reinforced by the time-based architecture, where players must complete each exhibition within a specified time limit. This creates a sense of urgency and pushes players to engage actively with the gameplay.

The introduction of the moral dilemma, where players must decide which team member to sacrifice for additional time, adds a layer of complexity to the core loop. This decision-making element challenges players to consider the consequences of their choices and adds emotional weight to their gameplay experience.

Player Relationships

BEASTLY BREAKOUT encourages and relies on strong player relationships and teamwork. The game is designed for a group of friends or participants who enter the zoo together. The challenges and obstacles presented in the game necessitate effective communication, collaboration, and sharing of information between players. By fostering cooperation and interdependence, the game strengthens the bonds between players and promotes a sense of camaraderie as they work together towards a common goal.

The introduction of the moral dilemma also puts player relationships to the test. Players must engage in discussions, negotiate, and make collective decisions about which team member to sacrifice. This aspect adds a dynamic and potentially emotional element to player relationships, reinforcing the importance of teamwork and cooperation.

Tone

The tone of BEASTLY BREAKOUT is one of suspense, adventure, and survival. The game creates a sense of tension and urgency through the time-based architecture, escalating aggression of the animals, and the limited-use resources. The participants are immersed in an environment where danger lurks and survival instincts are vital. This tone heightens the stakes and adds a thrilling aspect to the game, keeping players engaged and on edge throughout their escape room experience.

Visual & Auditory Design Choices

The visual design of BEASTLY BREAKOUT would focus on creating a realistic and immersive zoo environment. The animal exhibitions would be visually distinct and captivating, capturing the essence of each creature’s habitat. Attention to detail in the visual design would enhance the players’ sense of being physically present in the game world.

The auditory design would incorporate soundscapes that further immerse the players in the game environment. Ambient sounds such as animal calls, rustling leaves, and the distant roar of predators would contribute to the sensory experience. Dramatic and suspenseful music would heighten the tension and reinforce the urgent tone of the game.

Sensory Experience

BEASTLY BREAKOUT aims to provide a multi-sensory experience to players. The visual and auditory design choices mentioned above contribute to this goal. Additionally, the game could incorporate tactile elements, such as interactive props or puzzles that players must physically manipulate. This hands-on engagement enhances the sensory experience and deepens players’ immersion in the game world.

Other sensory experiences could include temperature and scent cues, introducing elements that simulate the zoo environment and further heighten the players’ engagement. These design choices help create a more immersive and memorable escape room experience for the participants.

PLAYTESTING & ITERATION

For our initial game design, we created a time-travel journey board game called Chrono-Crisis. In Chrono-Crisis, players take on the roles of time travelers who, having lost their bearings in the fabric of time, find themselves thrust into unfamiliar time periods, devoid of memories from their original timeline. To navigate back to their own time, players must tackle a series of challenges and questions related to their current time period. Their reward? The chance bestowed by Chronos, the god of time himself, to perform a time skip and leap into a new era. The catch? A desperate race against time to return home before Chronos seals the time portal, stranding any remaining adventurers. As players traverse through time, they collect clocks, which they can exchange for hints and rewards from Chronos. While players are able to interact with each other, only one traveler will be able to return to their original timeline. Our initial iteration and concept testing focused on the viability of the game in terms of using varying formal elements to tell a connected story.

First Iteration: Concept & Narrative Testing

Our first testing phase revolved around assessing the game’s core concept and basic gameplay mechanics. A small, diverse group of players was invited for this early stage playtest, the aim being to assess how well our core idea – a multiplayer time-traveling escape room adventure – piqued interest and sustained engagement.

The feedback we received was generally encouraging. Players resonated with the fusion of genres and found the time-traveling element intriguing. However, there were stumbling blocks. Some players grappled with the mechanics, while others felt the main storyline seemed disjointed during gameplay. They started at different time periods, solved puzzles for hints about their original timeline, but felt disconnected as they struggled to see how these intermittent puzzles were leading them back home. Moreover, each puzzle, while interesting on its own, did not contribute to a larger, more satisfying narrative, leading to a sense of disorientation and an underwhelming game conclusion.

We took this feedback to heart and decided on a strategic pivot. We retained the essence of our original idea, the escape-room style puzzle-solving, but chose to enrich the narrative. Our goal was to ensure that each puzzle not only provided a unique challenge but also contributed meaningfully to an overarching storyline that guided players along a clear, satisfying journey through time. This initial testing phase underscored the strength of our core concept while highlighting the need for a more coherent, engaging narrative.

concept of the time-traveling map

Second Iteration: Streamlining Gameplay Mechanics Testing

~ PLAYTEST: May 18, 2023 ~

Who: 5 playtesters – Everett’s group

Our second iteration took a deep dive into the gameplay mechanics, focusing particularly on the puzzle-solving aspect and the narrative’s coherence. For this stage, we recruited a fresh batch of playtesters who were unfamiliar with our game concept. Our aim was to fine-tune the escape room gameplay mechanic and tighten the narrative propelling the gameplay forward.

We retained key elements from our original concept, like players traversing to different locations, but injected a fresh twist into the narrative. In this version, Chronos morphed into a villain who had stolen the players’ memories. To reclaim these memories, players were drawn into a global chase after Chronos. Each country they traveled to presented them with puzzles that, when solved, would generate clues pointing them in Chronos’ direction. This iteration seamlessly bridged the intermediary puzzles with the overarching puzzle of the game – recovering the lost memories.

The feedback from this playtest was enlightening. Players appreciated the immersive escape room experience and the well-calibrated difficulty level of the puzzles, which maintained a balance between enjoyment and challenge, fitting perfectly with the main storyline. However, they also brought some shortcomings to our attention. Although game elements from intermediary puzzles were contributing to the main storyline, players felt a lack of detailed narrative and clear explanations. They couldn’t understand the connection between the game’s country-themed puzzles and the overarching goal of chasing down Chronos.

Additionally, players noticed inconsistencies in the linkages between puzzles. Some connections required larger leaps of logic than others, breaking the flow of the game. Moreover, the endgame puzzle resulted in players uncovering the term “National Treasures,” but there was no apparent link between this discovery and the primary objective of recovering their memories.

This feedback underscored the need for another substantial pivot in our game design. We recognized the importance of establishing clear objectives and consistently reinforcing the main goal throughout the gameplay. Additionally, we needed to maintain narrative and thematic consistency. Players had voiced confusion over encountering game elements that seemed unrelated, leading us to reconsider and refine our design to ensure a cohesive gaming experience.

concept of mini-puzzles

Incorporation of Feedback & Justification of Design Decisions

Each stage of testing offered invaluable insights, allowing us to make significant improvements in each iteration. Our team made deliberate choices in adjusting game mechanics, refining the roles of characters, and ironing out technical glitches to enhance the overall gameplay experience. All changes were made in response to playtest feedback, with the goal of making the game more engaging, intuitive, and enjoyable for our target audience.

The journey of creating Chrono-Crisis was an iterative one, filled with learning, adjustments, and continuous improvement. The game you see today is a result of meticulous testing and feedback incorporation, a testament to our dedication to crafting a game that offers a thrilling and balanced time-traveling adventure

Third Iteration: A Beastly Rebranding

After incorporating feedback from playtesters and our TA, we decided to rebrand Chrono-Crisis to BEASTLY BREAKOUT. Rebranding allowed us to narrow down our theme even further, focusing on an animal-themed escape room. We received positive feedback on the animal challenges in Chrono-Crisis, with players enjoying the animal designs and trivia. Additionally, grounding BEASTLY BREAKOUT in a zoo setting allowed us to eliminate the complexities of time travel and country hopping that confused players.

During each iteration, we conducted playtests of the full game to understand if players grasped our objectives, had the correct mental model, navigated through each room effectively, and also to assess the difficulty of each puzzle.

~ PLAYTEST: May 30, 2023 ~

[ evidence of old visual designs ]

Who:

  • 3 playtesters – Valeria’s group
  • 1 playtester – Alex

What worked well:

  • The bird exhibition exceeded expectations. The layout was clear for players to fill in the bird’s names and synthesize the highlighted letters to form the keyword. Playtesters enjoyed this puzzle as it provided the right level of difficulty. They completed it in one minute, earlier than the expected time of 5 minutes.
  • Playtesters also appreciated the diverse types of puzzles in our breakout room, including images, sound recordings, and math challenges.

What didn’t work well based on feedback:

  • Playtesters started to struggle from the frog room onwards, where the difficulty increased. They mistakenly thought the frog pictures held important significance due to the different frog image above each decoded letter. Consequently, players believed the frog image corresponded to solving the cipher. When we informed them it was a cipher, one playtester was unfamiliar with the term, requiring more explanation and scaffolding than anticipated. They didn’t notice the audio recording until they received a hint instructing them to pay attention to it. Players couldn’t identify the pattern in the frog room. They guessed various numbers but were reluctant to cipher all of them. We provided an alphabet, but our playtesters only chose some numbers to attempt ciphering. They couldn’t grasp the bigger picture and were confused about whether the previous keyword in the bird room was relevant to the current room:

  • In the reptile room, the multitude of math operations overwhelmed players, causing them to be unsure about what they were supposed to solve in the snake room’s puzzle. Players struggled to connect the dots between converting the numerical answer into the word “scales.”
  • In the mammals room, we gave them a riddle with the key being “prey” plus a vector image of animals, hiding all those words alongside the actual key “predator” in a word scramble. This proved too logically messy for players to understand. Not all animals in the vector image were predators, deviating from the theme and confusing players further.
  • One player didn’t know what a goldfish looked like and mistook a koi fish for a goldfish.

What we fixed:

  • To ensure players focus on the audio recording, we decided to remove the frog illustration positioned above the cipher.
  • In order to provide more clarity and purpose, we included explanations and instructions about the players’ objectives.
  • To ensure everyone is on the same page, we added a definition and an example to explain what a cipher is.
  • We explicitly instructed players to utilize their other senses to solve the puzzle in the frog’s room, specifically emphasizing the importance of listening to the recording.
  • Players were able to recognize a pattern in the frog’s croaking, indicating the presence of a number. However, they were unsure about the exact value. To address this, we enhanced the audio recording by increasing the volume and clarity of the two distinct types of croaking.
  • To ensure players have the necessary information throughout the game, we decided to provide them with the gate key “map” at the beginning. This way, they would be aware of the need to collect keys from each room to fill in the map.
  • In the snake’s room, we added a highlighted path that guides players from the snake’s head to its tail, ensuring they follow the correct sequence of operations.
  • To facilitate the conversion process, we included a look-up table that informs players to convert the correct numerical answer to letters.
  • We removed the riddle but retained the vector image. Players are now instructed to filter out only the mammals in the image, aligning with the theme of the mammal room. They are then required to separate the mammals into two columns: prey and predator. Finally, they need to identify the predator animals in the word scramble, including the word “predator” itself.
  • We added a silhouette shadow representing the shape of a goldfish.
  • We decided not to change the math puzzle despite some players’ suggestion, as we believe it can be enjoyable. However, we acknowledged the confusion caused by the lack of clear instructions. By providing more explicit guidance, we aim to make the math puzzle more fun and engaging.
  • Based on the feedback from the second playtest outside of class, we recognized the need to emphasize the importance of the sound element in the frog room. We will make the audio more perceptible and explicitly state its significance.
  • To address the uncertainty regarding the order of operations in the snake room, we will clarify in the instructions that the order of operations is not necessary when using the calculator.
classroom

Fourth Iteration: A Multimodal Escape Room

~ PLAYTEST: June 1, 2023 ~

[ evidence of old visual designs ]

For the third playtest in class, we made the game more immersive by introducing soundtracks for each room, enhancing the overall gaming experience.

Who:

  • 3 playtesters – Kaitlyn’s group
  • 2 playtesters – Annie & Brian

What went well:

  • Players quickly understood that they needed to find a number within the frog recording to solve the cipher. We improved the frog recording, enabling players to identify the five prominent croaks more easily.
  • The provided alphabet aided players in counting the cipher numbers and attempting different combinations conveniently.
  • By associating the bright green highlighted path with important information, players successfully deduced that the number 20,675 needed to be divided by 5, resulting in the number 4135. This progression allowed them to recognize the unhighlighted spaces as a clue to convert the number into a smaller value.
  • Upon consulting the look-up table, players understood the requirement of converting the numbers into letters.
  • Players efficiently identified all the mammals in the image and successfully categorized them into prey and predator groups. They also found animal names hidden in the word scramble.
  • Although the correct answer was “buffalo,” they initially guessed “ox.” However, by solving the word scramble and discovering the word “buffalo,” they were able to correct their initial guess.

What didn’t work well based on feedback:

  • One of the bird puzzles is missing the correct highlighted letter or has an incorrect letter.
  • During the playtest, a player noticed that the frog room’s key had only six empty spots, whereas the gate map indicated seven letters. We immediately addressed this issue by clarifying that the key should have seven letters, ensuring it didn’t significantly impact the players’ experience.
  • Although players were able to identify the five croaks, they struggled to connect the single ribbit with the five croaks. Some players attempted to add them together, resulting in 1 + 5 = 6. To improve clarity in future iterations, we plan to add two empty dashes with a speaker icon, indicating that players should listen and find two digits.
  • When players obtained the correct number, 15, they attempted to cipher forward instead of backward, which is the correct direction. To make the process more intuitive, we will reverse the alphabet, suggesting that they should go backward or change the encoded word to a forward direction.
  • A minor mathematical error occurred with the snake path due to slight variations in calculator results. We will address this by ensuring the math always provides the correct number.
  • Despite the presence of a look-up table to assist with converting numbers to letters after performing the operations, players were distracted and converted the number to a letter before solving the math. To prevent this confusion, we will divide the process into two steps. First, we will ensure they solve the math correctly and obtain the accurate number. Then, we will provide them with the look-up table to avoid distractions.
  • Our table lacked the number 0, which we initially deemed unnecessary because it wasn’t used in the key. However, this proved to be unintuitive for players. To improve clarity, we will add the conversion values for 0 and include brackets [ ].
  • The combination of separating the mammals into prey and predator groups, along with the word scramble, proved to be too obscure. To simplify the puzzle, we will remove the separation step. After players list all the mammals, they will directly search for “a certain kind of mammal in that list” that shows up in the word scramble, specifically the word “predator.”
escape room

[ PLAYTEST, June 6, 2023 ]

Feedback from final PLAYTESTERS:

  • At the beginning of the mammal room, provide both a picture and a word scramble.
  • Make it clear that the ribbit refers to a frog sound and will be relevant.
  • To eliminate the backward keyword from the cipher, modify the timings for rooms 2 and 3.
  • Include both a picture and a crossword puzzle for the mammal room.
  • Offer more explicit hints about the croaking sound or the use of audio in the second room.

PRINT&PLAY🙂

[ the Walkthrough ]

About the author

Leave a Reply

This site uses Akismet to reduce spam. Learn how your comment data is processed.