Play-at-home games by Trip 1907
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A derivative of Journal 29, yet fails to capture the innovation or quality of the puzzles in that title. Relies on an internet connection, not only to check/submit answers, but also to access some of the puzzles themselves (e.g. a link to a website containing an audio recording of a sea bell chiming a Morse code message. In a book..... and why?!), which suggests that not much thought has gone into construction or selection of the puzzles - it's a bunch of common escape room formats, riddles, and optical illusions thrown into a book, without consideration of the affordances or opportunities of the media in which it's presented.
There is a supernatural story of sorts, but it's riddled with spelling mistakes - glancing at the first few pages, I can spot "myshelf", "trully", "Januray" - and, when some of the puzzles rely on observation of patterns in letters, these kind of QA errors can be game-breaking.