Emotions to evoke
- Wonder/Awe – A key aim of our game is to promote learning around history, culture and geography, and as a result, the players would learn new facts, or view different historical places/events through a new lens.
- Nostalgia – This is especially around puzzles that will be reminiscent of the early 2000s/late 90s, as well as those that relate to places that the players have visited before.
- Empathy – Through creating puzzles that tell a story about a historical figure or person, the player can feel a sense of empathy and connectedness.
Mood board
Spotify Playlist
Three directions the game could take
- An escape room combined with a board game where the players use different pieces to map their current location or how far away they are from the final destination.
- An escape room with clues and facts plastered across a wall and scattered in the room, where the players have to play detective and race to figure out the different clues
- Each player has a completely different location/historical period that they are trying to decipher, along with their own individual clues. It still works as a race to see who would solve their mystery first, but in this instance other players can sabotage each other by solving someone else’s mystery before them.