The little Zoé has been kidnapped tonight. Find her before the kidnapper blows her up …
Zoé is a young dancer that has been kidnapped during the Christmas night.
The players have to find her before the kidnapper blows her up. They have 45 minutes to find the bomb and defuse it.
The game takes place in two rooms, the living room (starting room) and the kitchen (inaccessible at the beginning).
The game itself is divided into three parts : the players must first access the second room, then find the three little wood mannequins leading to the (fake) bomb, and eventually defuse it
I used various accessories to make the puzzles, such as suitcases secured by a code, red colored glasses, a video projector and even a fake electronic detonator.
One specific difficulty during the designing of the game was to take into account the different player types in my family.
Indeed, my parents knew little about games and their codes. On the other hand, my brothers and sisters knew much more about it and already played an Escape Room in the past.
To adapt the game to everyone, some puzzles targeted a specific membre of my family. For example, my parents know particularly well Music History, so I designed a puzzle that require this skill to be solved.
Moreover, to avoid my brother’s girlfriend (who’s Dutch) feels left out, I included letters written in dutch in order to make her essential to the game’s continuation.
Another difficulty I have been confronted with was the transformation of a place (the familial house) knew by heart by the players (my family) into a game field favorable to surprises and discoveries.
To do this, rather than introduce new elements that would have been too obviously linked to the puzzles, I prefered to use in unusual ways elements already presents in the room.
For example, the video projector turned up essential to place 2 images on top of each other and discover a new clue.
Finally, I wanted to avoid the trap of a linear Escape Room repeating a simple pattern of “key – puzzle – key – puzzle”, so I rather designed the game in a way that multiple paths can be followed at the same time (see the first graphic) in order to not let a player inactive.