Title | DOOR |
---|---|
Platform | PC |
School | Vantan Game Academy |
Winner's name | Door Builders |
What type of approach did every participant take for the task "pinching" this time? I participated in a selection meeting with various wild fancies.
In case of this work “DOOR,” I felt, “Oh! He did this!” In a good sense, I was deceived or fancies were defied. I played the game alone with a smirk.
Looking at the whole game, in addition to the high-quality basics of the game, I was impressed by interesting expressions shown on the screen such as the setting; the author dared to set up a player as an enemy and a character as a dead man from the very beginning and dared to use polyplate for backdrop. He succeeded to secure “puzzle-game symbol characteristics.” I was moved by his “wish” to enjoy and surprise players. (*If this game does not use polyplate, players will not instantly understand that it is a puzzle game.)
This game has achieved a high-level of completion, but I still think this “Door” can polish the concept of “pinching” and sublimate it in the game.
Congratulation for the award.
Noriaki Okamura, Konami Digital Entertainment Co., Ltd.
A horror action puzzle game, where a player sets up traps to hold off intruders to a mansion.
The master of the mansion operated by a player cannot directly hurt intruders because he is a spirit.
He can key a door and dig a pitfall before intrudes come to prevent them and beat them off by pinching them with a looming murderer butler.
He composed the mansion of four screens as well as provided various gimmicks to create a higher strategic puzzle game that is filled with a sense of achievement as he wants.