Sofia, Apr 2024
It was only when en route to Enigmania that we discovered the game’s unusual requirement: that we each bring a small personal item. This needed some quick improvisation, though fortunately they weren’t too picky about the items we provided – there’s no need to bring along your grandmother’s wedding ring or your child’s first baby tooth. But that was an indication that with this room the company is trying to do something a little different, a little more distinctive. The way we were met and led into the game reinforced that.
Voodoo isn’t designed to scare you. It might be intended to unsettle you a little, though not with anything as crude as a jump scare. The various ways it does that, small and not so small, are part of what made this game stand out for me.
I enjoyed the puzzles in Voodoo, but should note they’re best suited to a smaller team. That’s because they follow a linear path, and although with three we were fine, it would have been difficult to keep everyone involved with any more than that. I had a clear favourite puzzle, a beautiful concept with a cunning twist to it.
A different step near the end could potentially be even better, a fantastic idea but in its current form it seems unlikely many teams will realise what’s intended without a nudge from the host. The ending is also a bit abrupt – the room deserves something more dramatic and climactic to end with.
However, even so, what it did leave me with was a strong sense of the care and creativity that’s gone into building it, and an appreciation of the many clever tricks and effects it used. The game is, in various parts, interesting and beautiful and challenging, but what really brings it together is the way it’s run, and the extra little touches that aren’t strictly necessary for the gameplay but which add a little extra magic to the experience.