
Busboom
231 escape rooms
let me reach for a strange analogy... playing The Dome felt like reading Wuthering Height. Not because its Gothic or windswept or brooding. But because I understood almost immediately why its famous. I could see its precision, originality of voice. I appreciated it, but I didn't love it. I frequently found myself thinking “that's clever,” or “what a great way to do a split-room puzzle.” And “that one puzzle,” the one people were talking about last week on Discord? It's elegant and beautifully designed. But admiration isn't the same as affection. The premise itself is delightfully weird, and I really did love the way the game reorients itself after the first part. But I wanted more. I wanted it to lean harder into its strangeness, to push further and get weirder. When I wanted reality torn open at the perforation, I felt like it wanted to microdose. This was a divisive experience for our team. Half loved it outright. The other half left appreciative.
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