26/05/25 – Reflection: Major Progress on 30-Minute Escape Room Build
🚪 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"
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Objective: Locate 10 hidden "banned items" (crisps, Monster cans, weed bags, etc.)
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Purpose: Icebreaker challenge; adds humour and sets the tone
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Status: Built and functional
🧩 Game 2: "Hexagon Team Puzzle"
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Objective: Two groups must simultaneously work through a hex-grid challenge.
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Twist: If one side fails, both teams reset—reinforcing teamwork.
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Easter Egg: Rick Astley's Never Gonna Give You Up plays in the background (light rickroll, but with self-awareness).
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New mechanic: After success, a message appears on the whiteboard instructing them to "clean the board." Doing so reveals the next clue.
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Status: Fully built and shortcut logic debugged (disabled redundant trigger text = massive time savings)
🧩 Game 3: "Romeo & Juliet Language Challenge"
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Setup: Classic anagram puzzle. Correct English/GCSE questions reveal letters that spell "Romeo and Juliet".
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Final task: Place the names in correct locks based on Montague vs. Capulet—though this may need simplifying if it proves too obscure.
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To-do: Replace ADHD-based questions with English content and recheck difficulty level.
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Status: Mechanically built, questions under revision
🛠 Technical Highlights
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Successfully implemented Global Atoms: clue progression triggers changes across rooms
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Created video backgrounds (e.g., rainy windows, Rocky montage) using PowerPoint screen recordings
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Developed a faster coding method for hotspot sequences, removing unnecessary triggers
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Discovered an efficient process to reduce future errors and development time
🎮 Potential Mini-Game: Locker Ball
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Considering a non-academic, score-based game involving virtual lockers
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Idea: Participants must reach a minimum score to unlock the final clue
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Rationale: Adds fun, balances out quiz-heavy sections
🎥 Testing Plan
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Intend to run a live test with five volunteers
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Plan to use the 360° camera placed centrally to:
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Observe interaction patterns
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Identify bottlenecks or confusion
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Collect feedback for improvements
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Will also track time and pacing to ensure puzzles stay within the 30-minute target
🔊 Next Tweaks
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Add background music/ambient sound to avoid a flat-feeling environment
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Test puzzle difficulty and timing
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Ensure everything syncs correctly within the pod environment
✅ Summary of Progress
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✔ 3 core games built and functional
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✔ Technical bugs fixed
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✔ Humour and team dynamics embedded
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✔ New media elements added (video, sound, animation)
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✔ Shortcut coding saves hours of work
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🚧 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