Mushroom Forest Adventure 2
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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Thank you very much for your comments, dear friends!
Great game, thank you!!
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.
bellissimi boschi bellissimo gioco come sempre
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)))
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!!!
Another beautiful game. Thanks, Ainars!
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.
Wonderful! Ainars’ games are the only ones that do exactly what I play for: they relax. Thank you.
Wonderful! Thank you!
meraviglioso, come sempre
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.
Hi,
Thank you very much for your feedback.
The software that I used to make this game does not have this text outline effect, but I have found a workaround that will be seen in my next game.
Thanks again for writing about all the problems in the game!
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.
Generally, I am willing to make games that have average difficulty(not too easy, not too hard).
That would be a great help if you could share your thoughts/ideas!
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.
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.
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.
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.
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”.
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).
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.
What a lovely surprise when I checked your site today! Beautiful game! Thanks Ainars.
Love your games always..
This game is a work of art, just as ususl. Can’t wait for more. Bravo, Ainars!
I absolutely LOVE your games! They are my favorite! I have been missing you and am praying for you b/c I think you expressed that you had some personal problems/losses. God knows you, knows what you are going through and loves you.
I’ll join. I can’t speak for the gods – they say their ways are mysterious. But the fact that your fans love you, dear Author, is without any doubt. They miss you, and you have disappeared somewhere again and do not respond to messages. Well, at least write a few words if you don’t have time!
Thank you b1650424 and sorry for my absence.
Also thank you very much for your puzzle ideas.
I will be back with the new game today or tomorrow.
Then I hope to release games much more often in the future.
Best wishes,
Ainars
Thank God! Thank you for responding: the most important thing for us is that you are alive and well. But we will wait for the new game with anticipation!
Thank you very much!
Thank you very much, Nancy!
I will finish something today or tomorrow and then I hope to create games more often.
Best wishes,
Ainars
I am in LOVE with your games!!! <3