I think this game has a really unique feel to it and I like the story it presents, and the way it presents it. However, I feel like some of the mini-games/tasks it has you do are really confusing, especially towards the end. The game is entirely controlled with mouse input, which I'm sure is because they wanted it easily portable to mobile devices, which is fine. But it causes two problems:
1 - My finger hurts now
2 - Each minigame/task is still controlled somewhat differently and there is never one true indicator as to what each one demands. Some of them, especially the repeating ones, are consistent. But for the one-off ones, your objective is sometimes very blurry and unclear. Some require you to drag things, others are click single things, others have you click multiple things, some must be clicked in a specific order, others not, and it left a lot of frustration in me.
And because of the way the game is presented, this sort of flow of consciousness, having an instance where I'd get stuck on a puzzle for what I'm sure is longer than intended felt like a huge frying pan to the face.
1 - My finger hurts now
2 - Each minigame/task is still controlled somewhat differently and there is never one true indicator as to what each one demands. Some of them, especially the repeating ones, are consistent. But for the one-off ones, your objective is sometimes very blurry and unclear. Some require you to drag things, others are click single things, others have you click multiple things, some must be clicked in a specific order, others not, and it left a lot of frustration in me.
And because of the way the game is presented, this sort of flow of consciousness, having an instance where I'd get stuck on a puzzle for what I'm sure is longer than intended felt like a huge frying pan to the face.
The first Rusty Lake game with an ARG element! This one was fantastic, I really like the slow shift in storytelling over the course of this series. It started out with interesting but cryptic lore, and now it's trying to combine that with genuinely strong character-driven stories, and so far it's been working very well. I mean, they took one of the more forgettable characters and made him immensely more sympathetic and interesting in this one, so clearly they're doing something right.
Something completely different than the other Rusty Lake entries, but thereby all the more refreshing. I like it!
Ranked: Rusty Lake
Ranked: Rusty Lake
I picked up a Rusty Lake bundle on Steam after having stumbled across Samsara Room. I'd found Samsara Room equal parts intriguing and unsettling, so was curious about the other Rusty Lake games.
The White Door was the first I've played in the bundle. It was... fine. It's neat and compact, and it's playable with a spare couple of hours. The puzzles are inconsistent and it often felt like I was controlling the character when I shouldn't really have needed to, for example, why am I dragging a toothbrush back and forth? Or lifting a dumbbell up and down? Does this add anything? Really? In a longer game, I would have found this infuriating. Here, with a short game, it's just irritating.
The story is interesting but didn't make nearly so great an impression on me as Samsara Room. If I'd played this one first, I doubt if I'd have been prompted to play any of the others. That said, I'm still planning to try the Cube games, so I guess it hasn't completely put me off.
This is too many words about this game already. Conclusion: Skip it.
The White Door was the first I've played in the bundle. It was... fine. It's neat and compact, and it's playable with a spare couple of hours. The puzzles are inconsistent and it often felt like I was controlling the character when I shouldn't really have needed to, for example, why am I dragging a toothbrush back and forth? Or lifting a dumbbell up and down? Does this add anything? Really? In a longer game, I would have found this infuriating. Here, with a short game, it's just irritating.
The story is interesting but didn't make nearly so great an impression on me as Samsara Room. If I'd played this one first, I doubt if I'd have been prompted to play any of the others. That said, I'm still planning to try the Cube games, so I guess it hasn't completely put me off.
This is too many words about this game already. Conclusion: Skip it.
While my expectations were low, I was still disappointed by the effort from Rusty Lake's The White Door. Occurring mostly in the same white room, the game tackles the idea of loss and mental health in an interesting direction that unfortunately not only misses the landing but then attempts to fly another plane right afterwards. Many of the puzzles are either as simple as clicking the right area of the screen or annoying and illogical. Much of my grievance comes with the game's lack of narrative in the main game, which it relegates to its secrets. That in itself would be okay, but the final secret leads to a now defunct ARG which has no discernable weight on the game. I ended up looking at a guide for these moments, and it ruined my opinion of the game as a whole. Other than that, the music is quite literally one-note, and the art is passible. I liked being able to figure out the secret objectives from the achievement names, and some of the unraveling of the room's secrets were fun, but even at barely two hours, the game feels like a waste of time. The White Door is a misstep I will definitely forget about soon enough.
Completed with 100% of achievements unlocked. Continuing with the deeply weird style and themes that run through the Rusty Lake and Cube Escape games, The White Door does however see a somewhat different style of gameplay. The interaction here is still as a point-and-click game, but puzzle-solving is limited, with a narrative of sorts instead being the focus. The White Door follows protagonist Robert Hill through seven days and nights in a mental health institution, following a routine by day but exploring the events leading up to his admission in dreams at night. It's not the strongest of plots and the interactivity is fairly straightforward, but The White Door remains oddly compelling with the surreal themes, and short enough not to overstay its welcome.
Uma das coisas diferentes nesse jogo é que eles colocaram uma abordagem de narrativa um pouco mais linear se for comparado com os outros jogos da Rusty Lake. Também é um tanto legal que os puzzles ficaram mais voltados para simbolizar a vida de alguém que vive num quadro avançado de perda de memória(oq dá a entender que deve ser uma amnésia dissociativa), logo, chega uma parte do jogo que você realmente chega a lidar com algumas sequências lógicas de figuras, tipos aquelas que existem em testes de cognição.