Escape Room Game

A text-based escape room game that uses ASCII environments, object interaction, and puzzle-solving to turn a simple room into a strange little mystery.

Access the game via Replit

Access the game via Github

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This project is a multi-room escape game built around ASCII art, item interaction, and environmental puzzles. Instead of relying on graphics-heavy presentation, it creates atmosphere through text, layout, and player discovery.

The challenge was to make a minimal visual format still feel interactive, readable, and intriguing. Because the game uses text and ASCII scenes, each room needed to do a lot with very little. The interface had to clearly communicate where the player was, what they could investigate, and how to interact, while still preserving a sense of exploration.

At the same time, the design balances functionality and mood. Players are given just enough structure to understand movement and object use, but are encouraged to experiment, notice details, and test interactions as they move through each space.

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Main navigation view showing the layout of the first room, including movement controls and interaction rules.

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The core of the project is a system built around observation and experimentation. Players move through multiple connected rooms, inspect areas, collect items, and use actions to uncover clues. I introduced both item-based and verb-based interactions to make the experience feel more exploratory than a simple command flow.

This creates a more playful logic. Instead of selecting obvious options, players are encouraged to think through what might be possible in the environment.

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Environmental object scene using ASCII art and descriptive text to suggest clues, tone, and possible interactions.

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Each room builds on this system while introducing new interactions and subtle shifts in tone. Ordinary objects are presented in ways that hint they may matter later, and several moments lean into humor or unease, giving the game a slightly off, memorable feel.

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Sub-room view showing how the game branches into new spaces while maintaining a consistent interface.

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The puzzle design relies on layered discovery. Some clues are visual, some are textual, and others only make sense after earlier interactions. Progression comes from connecting these pieces across rooms rather than following a single obvious path.

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Inventory progression moment showing item discovery and how puzzle-solving is tracked.

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Example of gated progression, where one solved interaction reveals the next key object.

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Puzzle moment using a familiar object to deliver a more surreal clue through text.

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Abstract clue pushing the player to recognize patterns beyond straightforward interaction.

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As the player moves through each room, the experience gradually shifts from observation to escape logic. By the final space, interactions are simpler, but feel earned because they build on everything discovered earlier.

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Endgame interaction where collected knowledge and inventory unlock the final path forward.

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Completion screen marking a successful escape from the first room.

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This project explores how much atmosphere and interaction can be built with minimal visual means. It combines puzzle design, writing, and interface systems into a compact experience where discovery is the primary reward.

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