In Lunium, you are a detective who awakes to find yourself chained up by the killer you have been pursuing. You must both discover the killer’s identity and escape the room you are locked in before they strike again.
The game has been widely compared to an escape room, and with its plethora of combination-lock puzzles, it’s easy to see why. But Lunium does take advantage of its medium to have a player character with a distinct identity, allowing it to do things that an actual escape room would be unable to do. This gives the game a bit of individuality that I enjoyed, and makes it feel like it has a reason to be a Twine game beyond the fact that most people don’t have the opportunity to make their own actual escape room.
As is typical for this style of game, most of the puzzles that you will have to solve are immediately in front of you once you’ve gotten out of being handcuffed to the wall. A common issue with this structure is that if you have too many puzzles requiring number combinations (or any other single format of answer, but it’s usually number combinations), it can become hard to tell whether you have what you need to solve a given puzzle yet. Lunium does fall into this a little, but luckily it has a “hint mode” that you can enable that will give you this information when you look at a puzzle, which I appreciated. There are also more granular hints available, but I didn’t end up using those.
The puzzles largely walked the line of being challenging enough to be satisfying without being too terribly difficult. The only place I really got hung up was the point early on when I didn’t realize that I needed to search my right pocket again after getting uncuffed, and I eventually got past that just by trying every action that was available to me. I did find it a little annoying to have to repeatedly light matches and I’m not sure the light source management added much in the way of legitimate, interesting challenge, but otherwise the gameplay experience was smooth and I moved through the game at a good clip.
The game has a slick visual design that makes good use of images to create atmosphere; the images also have clear and concise alt text for those that need it. The prose largely stays out of its own way, and the plot does what it needs to do to provide an excuse for the puzzles. (It’s all a little improbable when you get right down to it, but puzzle games tend to be.) One aspect of the final twist became apparent to me fairly quickly, but the other did require a little thought and a careful reading of the in-game documents.
I enjoyed the hour I spent playing Lunium, and if I wanted to introduce my escape room friends to IF, I think this would be an excellent place to start.