Mushroom Forest Adventure 2

(129 votes, average: 4.62 out of 5)

In the previous game, Dwayne was able to retrieve all 30 green stones in this forest here, he didn’t think he’d be able to accomplish such a task but he did and he was happy. But now though the adventure for us is not over, for we will be joining another person who has the exact same mission and he must do it now.

Escape players, the person was Ford and just like Dwayne he will come to gather the green stones there in the mushroom forest, and hopefully he’ll be able to get all 30 of such which he needs. Would you like to help Ford this time on this retrieval?

Mushroom Forest Adventure 2 is a new point-and-click forest retrieval adventure game created by Ainars for Escape Fan. This game is a continuation of the first one as its sequel. Explore Magical Mushroom Forest and find all 30 green gemstones to complete the game.


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Walkthrough video for Mushroom Forest Adventure 2

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Lghend
Lghend
3 months ago

Great game, thank you!!

b1650424
b1650424
3 months ago

Dear Author!

Now I have no words – only emotions. This is GREAT even at your level. I sat and periodically whispered “Wow!”, encountering yet another beauty. Everything is very beautiful – the landscapes, the puzzle elements themselves, the background singing of birds, and the sounds of events.

I’ll probably find the words to say later. Now I’ll say: thank you very much! It’s not just a good job. This is the BEST.

ivy
ivy
3 months ago

bellissimi boschi bellissimo gioco come sempre

arina
arina
3 months ago

That’s very beautiful !!! What a beautiful beetle, mushrooms, moss – a symphony of the forest. Especially during this winter time! The smell of spring and unsurpassed beauty!!! In the first picture I saw an elephant)))

Juju
Juju
3 months ago

Thanks for another gift, Ainars!
Congratulations on the great work!
This time the puzzles were very interesting.
I love mushrooms, so I really enjoyed the photos. Nice!!!

Lina
Lina
3 months ago

Another beautiful game. Thanks, Ainars!

JPV
JPV
3 months ago

These are, by far, my favorite games. I love the photos and especially the nature sounds. It’s so pleasant to sit here and do these. Thank you, thank you for the peaceful moments and engagement without stress.

gregra
gregra
3 months ago

Wonderful! Ainars’ games are the only ones that do exactly what I play for: they relax. Thank you.

amadeus
amadeus
3 months ago

Wonderful! Thank you!

Stefania
Stefania
3 months ago

meraviglioso, come sempre

b1650424
b1650424
2 months ago

Dear Author! I think that now all the emotions about your new masterpiece have subsided and we can talk about it calmly.

Personally, this time I was simply delighted with your ability to hide objects in the background… while leaving them in the most visible place! This was indeed done superbly: acorns, raspberries and pear – everything was inscribed into the landscape so that it seemed to be part of the background. I’m not even talking about green stones – every time I had difficulty finding one or two of them against a green background.
An excellent solution with artifacts and places of their use – very beautiful! And I really liked the solution with halves of sheets for the clue – it’s immediately clear which part goes where.

Now about the wishes. I will repeat about the need for a contrasting black outline for white inscriptions so that these inscriptions do not get lost on a white background. And one more little thing with the inscriptions: if you quickly click on items in your inventory, the explanatory inscriptions will begin to merge before they disappear. A possible solution could be this: the inscription, as before, appears when you click on an object and also gradually disappears. BUT. If there is a further click (anywhere), this inscription instantly disappears.
And one more thing seemed strange to me on the screen with the tinder fungus. There we get the “Flower Element”… which we use right away! On the same screen! It’s somehow strange.

But overall, I repeat: the game turned out to be a truly masterpiece.

b1650424
b1650424
2 months ago
Reply to  Escaper Joe

Dear Escaper Joe! Let me distract you a little more and ask a question related to the future of your games. I will say right away that this question does not require an urgent answer.

So here it is. If you noticed, in the comments to your games there were wishes to increase the difficulty level of your puzzles. I want to ask: is there something similar in your plans, even distant ones?

Let me clarify: my question is not at all an attempt to push you to some kind of decision. I just recently started thinking: what options for increasing difficulty might be suitable for your games in particular? In this regard, I had some general thoughts. These are not specific ideas, but rather thoughts on appropriate and inappropriate increasing the difficulty options for your games.

If you yourself have ever had ideas to increase the difficulty of your games, I am ready to share these thoughts with you.

b1650424
b1650424
2 months ago
Reply to  Escaper Joe

Dear Escaper Joe! Before I give you my thoughts on possible ways to complicate your games, I need to explain my starting premise for this. Please forgive me that there will be an unrealistically LOT of text – I will write in fragments, so that the site won’t get overwhelmed. I will say at once: do not consider what I said further flattery, just I need to soberly assess your current level. I am also sorry in advance if I do not say anything new for you.
So. Based on the fair comments on your recent games, we can conclude that your titanic efforts have brought not only quantitative, but also qualitative results. I declare with all confidence: in the genre of online adventures you have created your own sub-genre, where you rule alone. I’m talking about the sub-genre of RELAXATION online-adventure with a huge atmospheric effect of immersion in its world. No other online game designer has such a complete combination of all these positive qualities.
That’s how your games in general and your puzzles in particular are built. And since this is the case, any complications of puzzles should take this into account and not break this relaxing atmosphere, no matter where the action takes place: in the forest, in a room or in abandoned catacombs.
Then I will move on to specifics.

b1650424
b1650424
10 days ago
Reply to  b1650424

Dear Escaper Joe. I hope you will read this message. I think I’ve managed to structure my ideas about possible complication of your games to a certain extent and to talk about it more or less clearly. If any of my ideas seem useful to you, I’ll be glad.

So.

1.
You have already accumulated a large graphic “base” on puzzles. All your drawn elements are not just beautiful – they have reached perfection. That’s why it doesn’t make sense to create some fundamentally new elements, but just change the logic of their connections.

Now, let’s say, there’s a gem collection going on – a linear task consisting of a set of puzzles and actually working on the final number of collected items. The puzzles are partially linked, meaning that solving one puzzle may be necessary for another. But you can additionally make a variant of the large (and most difficult) “final” puzzle, for which all the previous puzzles are “suppliers”, just as in a production facility different shops produce products for the central assembly shop. In this case, the result of solving the final puzzle could be to get the clue to exit.

2.
You can use clues based on the principle of indirect analogies. Now a clue often copies the puzzle. Let’s say there are 5 tits in the puzzle. They will also be in the clue. A possible variant of the clue-analog: a tit sitting on the fifth branch from the bottom. The main thing is to make it obvious that it is the fifth one. For example, by placing the other birds.

b1650424
b1650424
10 days ago
Reply to  b1650424

3.
You are great at fitting elements into the landscape, that is – everything is always in view. So you can force players not to look for items, but to think where to use this or that found item. It’s not pixelhunting at all, but the players will have to run around.

The whole picture can be a clue, you don’t have to select an area and zoom in. That is – we see everything, but we have to guess what exactly we see, that this is another clue. For example, a clue – the height of trees (at one location) for a puzzle (at another location) with 4 blades of grass of variable height. Or in the catacombs, the clue is the location (among others) of identical items (say, on dusty shelves) in the whole picture. But it is important to observe the rule: all items of the clue are clearly visible, even if it will not be immediately clear that they have a meaning.

4.
It is possible not to draw the “wishes” of the characters. Now every bird or squirrel (etc.) explicitly declares its wish. You can simply specify that this is the active area, and let the player guess what the tit wants there. If there is a risk of falling into a simple search of elements, then the information about what this or that character wants, too, can be made separately findable clue. For example, find a reference book with outline silhouettes of birds, where against each is placed a silhouette of what this bird eats. This is also an element of intrigue: the bird obviously wants something, but until we find the book, we will not understand what it is.

Or a variant through an implicit connection. You, Dear Author, actively use sounds, but they can also be made a part of puzzles! For example, we found an acorn – it went into the inventory. Click on it in the inventory – it makes a characteristic bird chirping. But do not explicitly warn about this – let the player every time will be a mystery – And WHY do you need this strange element? What is the chirping acorn for? And when we find a bird and click on it, it will also chirp – ah, that’s what it was for! We run through the forest, clicking on hungry birds, listening to their different singing. Finally we find a similar chirp – aha! So we give the acorn to this bird. And the same with the rest of the birds. Naturally, the birds are just for example. For example, in the catacombs, different springs, bolts and other iron can have different mechanical sounds when pressed – creaking, clanking, “electronic” sound and so on. The Internet is full of sound samples for all occasions for any “environment”.

b1650424
b1650424
10 days ago
Reply to  b1650424

5.
Or another analogy is possible not by sight, but by action. For example, in the catacombs we see different boxes on the shelves, where each has the same type of bolts (nuts, springs, etc.). And another type of bolts is scattered around the workbench. And there is the SAME but EMPTY box. We conclude that to get a result, we have to put scattered bolts in this box.

6.
Also, the clue of one puzzle can be a part of another puzzle at the same time. For example, you can use the location of these bolts – let there be 4 of them. Let’s say that the mouse reacts to them as an active zone (we conclude that they are not just lying there), but you can’t get them. Moreover, they lie on different levels. Aha: this is a clue for another puzzle with levels of washers on 4 studs (for example). Arrange the washers, get the prize. And then – go back to the bolts (now you can take them) and collect them in the box.

b1650424
b1650424
10 days ago
Reply to  b1650424

7.
Compound puzzles: the position of the element from the first clue, and the number from the second. For example, the same bird in the puzzle can sit not only on the 5th branch, but also be turned to the right (or left) side.
 
And also – the order can be set implicitly. For example, we have 4 different birds. And there are 4 trees, each tree has 4 branches suitable for birds – you can put any of them on any place. BUT. Let’s say, the serial number of the tree is determined by the relative size of the birds (trees from left to right – from the smaller bird to the bigger one), and the height of the branch, for example, by the same singing. So when we just walk in the forest, we notice that some branches are “highlighted” by the cursor (active zone), and when you click on them, a bird trill sounds. But it is the same in different trees at the same height. That is, we have one explicit and one implicit clue for the correct location of birds.

The opposite variant is also possible – a clue that contains several clues for different puzzles. In this case, the presence of a clue can also be information: if all clues in a composite clue are used, the composite clue disappears. And until they are used, it stays on the screen (we conclude that we haven’t used all of them yet).

8.
Not bad can work “false trail” – a trap – when from the very beginning it seems that this clue is needed for this particular puzzle … and it does not fit. It seems that it should fit – the player tries this and that – no way. Finally resigns and leaves it for later. And in the process he stumbles upon an clarifying clue, without which the puzzle cannot be completed.

For example, there is a clue: outlines of raspberries, blackberries, strawberries and blueberries are drawn. And then there is the puzzle itself: the place where these berries should be put in a row. The player runs through the forest, finds a basket with different berries, from where he can take all 4 listed berries one of each kind. The player returns to the puzzle – a place for berries, puts them in order – does not work. And for some reason the basket is not missing, although there are fewer berries in it just by the number of berries taken. Finally, having blindly tried different variants of the order of berries, the player returns to the basket. And there, if you look closely at the rest of the pile, you can discover that among others berries there are left there: blackberries – 1 piece, blueberries – 2, strawberries – 3, and raspberries – 4. That is, the berries should be put according to their quantity: first blackberries, then blueberries, and then strawberries and raspberries.


 
Dear Author, if you are interested, have any questions or need clarification, or want to discuss options, I will be happy to assist you.
In conclusion, I would like to reiterate that my call to make your games more complex was not made out of thin air. You have excelled in your sub-genre – you have every opportunity to increase the complexity of your games using your excellent “base”. Note that “365 Escape” followed the same path: after reaching the “ceiling” in its subgenre, it began to complicate its games. And it started to work out very well. So this way of development is already quite proven.

Clair
Clair
2 months ago

What a lovely surprise when I checked your site today! Beautiful game! Thanks Ainars.

Marxette
Marxette
2 months ago

Love your games always..

natalya
natalya
1 month ago

This game is a work of art, just as ususl. Can’t wait for more. Bravo, Ainars!