"You don't have the screwdriver."
Escape-the-room. You know the drill by now. Perhaps you've even gotten burned enough times in the past that you automatically hunt for hidden buttons along the floor near chairs and bookshelves and such, just in case there's something hidden behind it and the game's standard interface doesn't include an obvious way of doing that. You write down every number you see, and you rub every two items in the known universe together every time you find one. It's force-of-habit by now, right?
Well, unfortunately, that won't help you here. You see, there's one particular item, the screwdriver, which is jammed behind the computer monitor. You might consider that a spoiler, but it's not really, since you can't see the friggin' thing even if you look right at it. It looks more like a black sharpie cap on a very dark grey background.
I could overlook (no pun intended) something like this in an Adventure Game like Sam & Max, where every wrong move equals another easter egg's worth of hilarious hidden content, or in a game like Submachine where the atmosphere keeps you constantly tense. But this is a sterile, lifeless escape-the-room, more like Boat House. Only, instead of being creepy and alien, it's just a regular room with some ridiculously advanced gadgets hidden in the desk and wall.
There's no real story, so bizarre objects like the vibrating orb, which should have been thought-provoking, just felt tacked-on. I think the choose-your-own-adventure-style story concept was to blame. If you'd left the protagonist completely silent, and maybe given us notes left behind by the last people who were in the room, then the control panel hidden in the desk would have been intriguing. As it is, the objects in the room serve no purpose at all, other than to be part of the escape-the-room puzzle.
And I guess it's not fair to criticize the game for that. There's nothing wrong with making liberal use of genre conventions. The problem comes when you build an entire game out of nothing BUT genre conventions, and the button-hunt becomes an end unto itself.
If the screwdriver and other clues were clearly visible before you clicked on them, the game would be a trivial but playable 5-minute Escape the Room. As it is, it's a frustrating button-hunt that serves no purpose other than to direct traffic to the walkthrough.
Better luck next time. Next time, give us some characters, at least in note/diary/email form. Give us a simple-looking room at first glance, and then gradually transform it into something greater and much more meaningful. Not by exposing hidden control panels and weird alien Magruffins, but by revealing the story, bit by bit, to the player. Gradually filling in the blanks and adding meaning and significance to the room and its contents.
Or I'd settle for a purely functional puzzle game where I can actually see all the stuff.