That Sinking Feeling is a real-world, room-based game where a team works together to get out of the room by completing a series of logic puzzles.
Room Theme: Cruise Ship.
The players are stuck in a room on a cruise ship which is currently taking on large amounts of water. In order to escape the room, players have to find the card that unlocks the door, which cannot be opened via any other means.
Puzzle 1: The light
The light is currently disabled, and the method of turning it on provides another step in the direction of the next puzzle. In order to solve the puzzle, the players must first find the 'fuse box' itself. Once they find the 'fuse', inserting the fuse into the appropriate slot will activate the lights, allowing the players to see. Alternatively, there is a pair of battery powered lanterns in a drawer under the bed, which will provide the players with limited light.
Puzzle 2: The Bed
The base of the bed has a set of wheels mounted on it, with drag marks along the floor. Players tapping or making noise on the wall will reveal that it is a retractable, false wall. Players can move this wall by spinning the otherwise innocent looking old-timey ship wheel on the side of the wall. This reveals the 'hidden' room, as well as a smaller, locked room that appears to be the toilet.
Puzzle 3: Opening The Toilet
The toilet is the goal of the next puzzle section, which can be solved in the following way. A shopping list on the bench contains a list of towels in purchasing order. Putting the first letters of each towel colour in order spells out a set of music notes. These music notes are linked to the piano placed in the corner of the room. As the players hit each note on the piano, the ambient music slows down. Once the players have entered the correct combination (hinted at while the music slows down) the door to the toilet will open.
Puzzle 4: The Toilet
The toilet itself is a focal point of this puzzle; the cistern itself hides a key, which is used on a lock in the base of the initial room, under the carpet. The players receive a hint to this through a letter also located in the toilet, which gives a little amount of narrative context behind the items hidden in the floor safe.
Puzzle 5: The Door
The final piece of the puzzle is the keycard itself, which allows the players to exit the room. The issue is, the keycard is screwed into the bottom of the floor safe. Players have to use the screwdriver they were given initially to release the keycard before they can open the door. After unscrewing the keycard, players simply have to unlock the door in order to complete the puzzle.
Intended layout of the room.
Overview
Cube.Net involves manipulating a cube and its net in order to puzzle through levels. Players can deconstruct the cube into its 2-dimensional net - the pattern of squares - to traverse gaps or move through gaps. Players utilise this ability to switch between forms to solve puzzles and complete levels.
Core Mechanics
The focal mechanic in Cube.Net is expanding and retracting the cube.At any time, the player can target a square and the cube will unfold in that direction. The cube can slide at any point, with any piece of the Cube being free. Each level is completed once the full cube is present on the ending space. Functioning in real time, players move their cube around in the environment by rolling it on its sides. As players shift and change their cube, they can reassemble their cube at any point in the net. This allows the cube to move along the ground, around corners, and even up and over small walls. The cube also interacts with the environment - moving the cube onto a lift will make it rise up, and can allow the player to move over walls.
Puzzle Design
The puzzles within Cube.Net revolve primarily around grid-based movement, and also incorporate elements of physics and problem-solving. Puzzle design of course revolves around the cube, but additional mechanics (such as moving up walls) are introduced progressively, ensuring players aren't instantly overwhelmed. Puzzles can be completed using any of the many inherent mechanics of the cube, and new techniques players are taught in later levels may also be applied to earlier levels to offer players a different way to solve them.An example of the net. In this case, the player could reassemble the cube at any of the pieces of the net.