26/05/25 – Reflection: Major Progress on 30-Minute Escape Room Build

26/05/2025

🚪 Core Concept: "Mr Bright Locked in the Cupboard"

The core narrative is now solidified:

On the last day of term, the students have locked a teacher (Mr Bright) in a storeroom. Staff must complete a series of puzzles to unlock the door and release him—solving clues left behind by the mischievous students.

🧩 Game 1: "Find the Contraband"

  • Objective: Locate 10 hidden "banned items" (crisps, Monster cans, weed bags, etc.)

  • Purpose: Icebreaker challenge; adds humour and sets the tone

  • Status: Built and functional

🧩 Game 2: "Hexagon Team Puzzle"

  • Objective: Two groups must simultaneously work through a hex-grid challenge.

  • Twist: If one side fails, both teams reset—reinforcing teamwork.

  • Easter Egg: Rick Astley's Never Gonna Give You Up plays in the background (light rickroll, but with self-awareness).

  • New mechanic: After success, a message appears on the whiteboard instructing them to "clean the board." Doing so reveals the next clue.

  • Status: Fully built and shortcut logic debugged (disabled redundant trigger text = massive time savings)

🧩 Game 3: "Romeo & Juliet Language Challenge"

  • Setup: Classic anagram puzzle. Correct English/GCSE questions reveal letters that spell "Romeo and Juliet".

  • Final task: Place the names in correct locks based on Montague vs. Capulet—though this may need simplifying if it proves too obscure.

  • To-do: Replace ADHD-based questions with English content and recheck difficulty level.

  • Status: Mechanically built, questions under revision

🛠 Technical Highlights

  • Successfully implemented Global Atoms: clue progression triggers changes across rooms

  • Created video backgrounds (e.g., rainy windows, Rocky montage) using PowerPoint screen recordings

  • Developed a faster coding method for hotspot sequences, removing unnecessary triggers

  • Discovered an efficient process to reduce future errors and development time

🎮 Potential Mini-Game: Locker Ball

  • Considering a non-academic, score-based game involving virtual lockers

  • Idea: Participants must reach a minimum score to unlock the final clue

  • Rationale: Adds fun, balances out quiz-heavy sections

🎥 Testing Plan

  • Intend to run a live test with five volunteers

  • Plan to use the 360° camera placed centrally to:

    • Observe interaction patterns

    • Identify bottlenecks or confusion

    • Collect feedback for improvements

  • Will also track time and pacing to ensure puzzles stay within the 30-minute target

🔊 Next Tweaks

  • Add background music/ambient sound to avoid a flat-feeling environment

  • Test puzzle difficulty and timing

  • Ensure everything syncs correctly within the pod environment

✅ Summary of Progress

  • ✔ 3 core games built and functional

  • ✔ Technical bugs fixed

  • ✔ Humour and team dynamics embedded

  • ✔ New media elements added (video, sound, animation)

  • ✔ Shortcut coding saves hours of work

  • 🚧 Remaining: test and refine gameplay flow, especially timing

💭 Final Thoughts

Even though this isn't the ADHD game I originally intended, it's developing into something fun, functional, and flexible. And I'm learning a huge amount in the process—from global triggers to efficient coding to team-based game design. Time is still my biggest constraint, but the creative flow is strong.


The Classroom

Put together in Powerpoint with the correct aspect ratio for the POD

I used screenshots of the actual Crawley College mandatory posters for the noticeboards

There are 2 more walls, both were saved as videos

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