Puzzle games too often fall into boxes that we've seen a million times before. Dropping blocks, popping bubbles, matching colors, matching shapes, and on and on... Even games that made a fairly good splash, such as
Puzzle Quest, were mostly variations on a theme and still derivative. The big deal with
Puzzle Quest seemed to be that it was a mash-up, combining RPG and Puzzle dynamics. So, we will go out on a limb and say that
Exit DS has potential to be a sleeper hit, thanks to its unique combination of puzzle dynamics and platforming/action gameplay. Only time will tell, but there's no doubt that
Exit DS will gain a cluster of devotees.
The premise of the game is pretty simple. You play as Mr. Esc, a man that helps people escape from bad situations and emergencies. He's like an escape artist, but then there's the whole Florence Nightingale thing. For this guy, escaping isn't enough. He's gotta get everyone out along with him, even dogs! There are a whole set of rules attached to how these people you rescue, the Companions, can move around each level. Between the rules and the level design, Exit DS constructs some elaborate set pieces that will have even the most skilled players scratching their heads from time to time. It's one thing to envision a few pieces of each level, but to really master the game, you'll need to complete a level without faults and before the clock runs out. The nearest equivalent that comes to mind is the Wii game, Zack and Wiki; if you played that one and enjoyed it, you're gonna love Exit DS.
This would have been a perfect title for multiplayer collaboration, since Companions often have very important jobs and are integral to solving a level. The compromise we have is an online leaderboard, showing completion times for each of the Exit DS levels. This is a nice touch and keeps you on your toes as everyone with the game strives to compete for the best time. The other piece that would have made a big difference in the replay value of Exit DS is if some type of level editor was included. The building blocks of each level are simple enough that it would not have been difficult to build this in... maybe the next time around. By the same token, it's not like you're going to run out of levels anytime soon, considering there are well over 100 to solve. Before you get through the first 20, you'll have been stumped at least once.