Room 666 – Hotel Orpheus

Last updated on June 5th, 2023 at 04:35 pm

Room 666 – Hotel Orpheus

title

Room 666 – Hotel Orpheus is one of the best $1.99 to play game in the App Store.
Developed by Brian White, Room 666 – Hotel Orpheus is a Puzzle game with a content rating of 12+.
It was released on 5th July 2022 with the latest update 6th May 2023

Whether you are a fan of Puzzle, Adventure, games, you will find this game interesting and will absolutely like it.

Rating

93 people have rated 1.0.6

You can download the game Room 666 – Hotel Orpheus from APP STORE.

Description

The next terrifying chapter in the Hotel Orpheus saga: "Room 666". You awaken in the locked bathroom of Room 666, unaware of the horrifying events that took place there Halloween night of 1976. Can you escape the paranormal forces that have trapped you with nothing to defend yourself? You’ll have to use your wits and skills to solve dozens of puzzles and escape this haunted hotel while you’re still alive!

Updated on 6th May 2023

Bug fixes to the tarot card puzzle and altar scene.
Please update.

Room 666 – Hotel Orpheus Reviews

So we’ve played all their games and loved them all. Seriously cannot wait to play more but there is one issue we noticed in all the games that is super annoying. Whenever you have to drag something from the top of the screen it pulls the notification center down. For example putting the mirror puzzle together there is a small piece at the top that you have to drag down. We had to drag it little by little because of the Notification Center. At one point it got stuck at the top we had to come out of the puzzle and start over. Maybe its our big fingers idk but we hope they can change this. Other than that if you enjoy point and click games you will love this developers games.


Totally enjoyed it, fun and intuitive! Will def buy the developers other games!


We love these type of games. This one’s right up there with the best. Great puzzles. Animation is great and it’s smooth operating.


We enjoyed Room 666 as much as Brian’s other games (Room 1309, The Freezer, and The Lift). What a bizarre & creepy world. Best feature: random pressing doesn’t get you what you want; you really need to know what you’re looking for, and then, poof, touch-and-take! Truly appreciate the map jumping. Lots of eeeew, too! Before we knew it, 3 hours had passed. Good fun, this.


We love all of the games by this developer. Totally worth the money and cannot wait for the next one.


Early in the game we hit a major bug. When trying to retrieve the key from the mouse, we find that it is impossible to pick up the key after enticing the mouse out of its hole. This makes the game unplayable.


This is the first game that we have played by this developer. It was about 4 hours of good logical fun. Very intuitive but tough. There was a hint system but you were given hints in steps instead of a full reveal. We love getting a nudge in the right direction instead of having the solution given to us (but the option is nice). There were absolutely no glitches or issues with the game at all. We have been wanting to try one of this developers games but we are always hesitant to buy without a free demo. Luckily, and graciously, this was a freebie. So thank you!! We will now be buying the other games of the same genre that have been previously released by this developer.


Brian White, you beautiful genius, youve done it again. Fantastic game, would absolutely recommend to anyone. Now, to Brian specifically (no one else read further cuz its gonna spoil stuff), heres a couple of hyper specific nitpicks we had throughout playing, because we enjoy nitpicking these kinds of games, especially when theyre so good. So: -Having the tutorial be the same for each of the three Hotel Orpheus games is a completely valid choice, it gives continuity and cohesion. However, we think you might be missing an opportunity to establish a slightly different immediate tone to the player. Small changes, like the level of decay of the flowers, the exposure or casted shadows of the objects, the expression of the doorman/wolf lamps, and especially the background music, are all places we think you could make small changes that could be good for spooks or immersion. -The inventory should definitely be a side scrolling bar along the bottom rather than having the suitcase icon that has to be clicked every time, both for convenience and to keep the player aware of what they have while exploring the game. Maybe have a button that pulls up the full array for purposes of combining or inspecting, but for using items its clunky. -Love the mirror person design, but fyi, orange horns and grey skin evoke memories of Homestuck for us, which is a significantly different tone than this game. Although, the shape of the horns is the same as the scariest Homestuck character, so idk. Either way, the solid orange color draws a bit away from the detail of the face, Id recommend changing the color, adding some variation (wear and tear, dust smudges, etc) or lowering the saturation of the horns if this is gonna be a recurring character. -Ooh, beautiful fluid looking animation on the mouse scrambling to get the key! That probably took a while, nicely done there. -No need to put quotes around a few of the thoughts, the more personal nature of the syntax should suffice to differentiate it from the instructions. Plus you seem to also have quoteless internal speech, such as the opinion on the state of the chair. Maybe make one a different font if you want to be sure of distinction, but quote marks are best left to separate spoken dialogue from internal. We guess the character might be saying these thoughts aloud, but since all other sound is either diegetic (wheel squeaking, drawer opening, tv reporter) or benefit from the uncertainty of whether theyre diegetic or not (child laughter, hallucinations), having the quotes implying spoken statements and not actually hearing them in the audio can cause some dissonance in an immersion breaking way. -That purple chair does not look filthy whatsoever, despite what the text says, we will not stand for this! -Drawing the symbol and the transition into the next room is SO GOOD -I dont think the flickering of the light adds anything to the mood or atmosphere, it just gives people a headache. -Marble sudoku is a bit difficult to get to recognize a correct answer, perhaps there are a few possible correct variations and we just did one that you hadnt programmed to recognize? We had to skip this one, even though it was correctly solved, which was weird. -When you exit out of an item youre examining, it should reliably bring you back to the items, rather than randomly exit out of both most times the x button is clicked. That way you can catch up examining when youve picked up a series of items, with half the clicks. -Whats up with the tarot cards puzzle solution not matching the layout indicated by the paper next to it? (Note from later, oh gosh darn the mirror agh that makes sense. Maybe darken the backwards letters to draw more attention to their backwardsness?) -Some of the rotating key options are a bit too similar to each other -Redundancy of having Melok discoverable both by the cassette tape and the scribbled out paper (okay thing to have, just stood out as odd) -Hurting this man wont solve anything we just shoved a pin through the back of his neck to get a cassette tape, whaddya mean, seems like hurting this man is a very effective solution -OK FINAL NOTE FOR STORY: our characters motivation for summoning the demon seems nonexistent, we had no idea he was gonna drop a hotel card. From the perspective of the in-game person they havent done anything to show an affinity for evil and danger from the beginning, nor have they shown it developing through the course of the game. The voodoo doll and gutting the fish were both good ways to establish that theyre not a person who is at all opposed to taking advice from demons, but summoning them is taking level of risk and no obvious reward that seems out of the blue. We can see two ways to resolve this: either the pov character should have that affinity/development or they should be deceived about the nature of the incantation. The latter seems a lot easier to pull off, removing the summoning ritual title of the science book scrap that gives the layout and chant, maybe scatter some slightly off implications that its a banishing ritual. If you see this review and youd like us to beta test any future works of yours, lmk in a reply how we should go about signing up for such a thing! Great job.


Another great game from this dev. Its got it all. Great puzzles, a wonderful creepy atmosphere, a good story, original graphics, and great, smooth gameplay. It was so much fun to play! There are hints and a teleporting map, both of which add to the pleasure of playing. This dev has become one of our favorites. Another great addition to the Hotel Orpheus series. Definitely five stars.


Great fun and the new map so you dont have to retrace your steps a million times is great. We just couldnt find the piece to the tv remote but all the other puzzles were fun, not too hard, and the hints were helpful without giving it all away. Will await more from this series!

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