Step-by-Step Tutorial

Build an Escape Game in 30 Minutes

From blank canvas to playable game. No coding, no prior experience — just follow along.

What You'll Build

The Game You're About to Build

The player starts in a Living Room. They find a note on the wall that reads "The code is the year this house was built." They explore the Kitchen, where a faded newspaper clipping reveals the year: 1952. Back in the Living Room, they enter 1-9-5-2 into the safe — it opens, revealing a rusty key. They pick it up, walk to the Bedroom, and use the key on the locked door. It opens. They escape.

How EscapeMaker is Structured

🏠
Room
➜
🌄
Scene
➜
🔎
Object
➜
🔒
Puzzle
➜
⚡
Event
➜
▶
Action

Rooms contain Scenes. Scenes contain Objects. Objects can have Puzzles. Events watch for triggers (puzzle solved, object clicked, item used) and fire Actions (show object, play sound, change scene). That's the whole model.

  1. 1Project
  2. 2Room
  3. 3Objects
  4. 4Navigate
  5. 5Puzzle
  6. 6Inventory
  7. 7Events
  8. 8Export

Step 1: Create a New Project

~2 min
  1. Open EscapeMaker in your browser — you'll see the Project Picker
  2. Click New Project
  3. Name your game (e.g., "My First Escape")
  4. A new project opens with a single blank scene
The Project Picker screen where you create a new project
The Project Picker — click New Project to get started
Give your project a descriptive name — it becomes the title of your exported game.
EscapeMaker auto-saves your project as you work. You can also save manually with Ctrl+S.

Step 2: Set Up Your First Room

~3 min

Every escape game starts with a room. Let's turn your blank scene into one.

  1. Open the Assets panel (right side)
  2. Click Upload and add a background image (any 960×540 or similar image works — a photo of a room, a drawn scene, even a placeholder)
  3. In the Properties panel, set the scene's Background to your uploaded image
  4. Right-click the scene in the left panel and choose Rename — call it "Living Room"
Scene types: room-view is for main explorable areas (this is the default). Later you'll use close-up for zoomed-in views and popup for overlays like reading a note.
Upload any image you have as a background. Don't have one? Search for "escape room background" online and download a free-use image. You can always replace it later.

Step 3: Add Objects to the Scene

~5 min

Objects are everything the player can see and interact with — keys, books, switches, doors, decorations.

  1. Click + Object in the toolbar and choose Sprite
  2. Upload or select an image for the object (e.g., a key, a book, a locked safe)
  3. Drag the object to position it on the canvas
  4. Use the corner handles to resize — hold Shift to keep proportions
  5. In the Properties panel, give it a meaningful name (e.g., "Key", "Safe", "Bookshelf")
  6. Add 3–4 objects to your room
Name every object descriptively. You'll reference these names when setting up events and puzzles. "Key" is much easier to find than "Sprite_14".

Object Ideas for Your First Room

Add a "Note" object with a clue on it — something like "The code is the year this house was built." This gives the player a reason to search for the combination.

Step 4: Add More Rooms & Navigation

~5 min

Escape games need multiple rooms to explore. Let's connect them.

  1. Click + Scene in the toolbar to create a second scene
  2. Add a background image and rename it (e.g., "Kitchen")
  3. Create a third scene the same way (e.g., "Bedroom")
  4. Go back to "Living Room"
  5. Open the Navigation panel (right side)
  6. Under Direction Links, set Right to "Kitchen"
  7. Switch to "Kitchen" and set its Left to "Living Room" and Right to "Bedroom"
  8. Switch to "Bedroom" and set its Left to "Kitchen"
Scene map showing connected rooms
The Scene Map shows how all your rooms connect — check it often!
Click Map in the toolbar to open the Scene Map. It gives you a visual overview of how all rooms connect. Look for dead ends and missing links.
room-view scenes within the same room are automatically linked with left/right arrows. If your scenes are in separate rooms, you need to link them manually.
Add a couple of objects to each new room — even simple decorative ones. It makes the game feel alive.

Step 5: Add a Puzzle

~5 min

Puzzles are the heart of every escape game. Let's add a combination lock to the safe.

  1. Select the safe object in your scene
  2. Open the Puzzles panel (right side)
  3. Click Add Puzzle and choose Combination Lock
  4. Set the number of digits (e.g., 4)
  5. Set the correct combination (e.g., 1-9-5-2)
  6. Under Puzzle Link, make sure it's linked to the safe object

Now when the player clicks the safe, the combination lock UI opens automatically.

9 Puzzle Types Available

Combination Lock is just one option. EscapeMaker includes:

Spread different puzzle types throughout your game for variety. A game with five combination locks feels repetitive — mix in a wire puzzle or a jigsaw to keep things fresh.
After setting up the combination lock, click Test Game in the toolbar and try solving it. Does the UI appear when you click the safe? Does the correct code work?

Step 6: Create Inventory Items

~5 min

Inventory items are objects the player picks up and carries with them — keys, tools, clues.

  1. Open the Inventory panel (right side)
  2. Click Add Item
  3. Name it (e.g., "Rusty Key") and upload a small icon image
  4. Now make an object in the scene collectible: select the key object on the canvas
  5. In Properties, check Collectible
  6. Set which inventory item the object gives when collected (select "Rusty Key")

When the player clicks the key object, it disappears from the scene and appears in the inventory bar at the bottom.

Item Combinations

You can also combine inventory items:

  1. In the Inventory panel, find Item Combinations
  2. Set Item A + Item B = Result Item
  3. Example: "Key Handle" + "Key Blade" = "Complete Key"
Keep inventory items purposeful — every item should have a clear use somewhere in the game. If a player picks up a screwdriver, they should expect to use it.
Enable Keep After Use for tools the player needs multiple times (like a flashlight or a screwdriver). One-use items (like a key that opens one lock) should be consumed on use.
Create 2–3 inventory items spread across different rooms. This encourages exploration — the player finds a key in the Kitchen that opens something in the Living Room.

Step 7: Wire Up Events

~5 min

Events are the brain of your game. They define what happens when the player does something. Think of them as: "When X happens, if Y is true, do Z."

Example: Puzzle Solved → Reveal a Hidden Item

  1. Open the Events panel
  2. Click Add Event
  3. Trigger: Select Puzzle Solved, then pick your combination lock
  4. Action: Select Show Object, then pick a hidden object (e.g., a note with a clue that was previously invisible)

Now when the player cracks the combination, the hidden clue appears!

Example: Use Item on Object → Unlock a Door

  1. Add another event
  2. Trigger: Item Used On Object — select "Rusty Key" and the door object
  3. Action: Change Scene — navigate the player to a new room
  4. Optionally add a second action: Play Sound for a satisfying door-unlock effect

Example: Win Condition

  1. Add one final event
  2. Trigger: Object Clicked — select the exit door
  3. Condition: Has Item — check that the player has a specific "escape" item
  4. Action: Win Game
Start simple — one trigger, one action. Once that works, layer on conditions and chain multiple actions. Complexity builds naturally.

More Event Ideas

Wire up at least 3 events: one for your puzzle solve, one for using an item, and one for the win condition. Then test the full game loop.

Step 8: Test & Export

~3 min

Testing Your Game

  1. Click Test Game in the toolbar — your game opens in a new tab
  2. Play through the entire game from start to finish
  3. Check every puzzle, every item pickup, every event
  4. If something doesn't work, close the test tab, fix it, and test again
Test often! Don't wait until the end to check your work. After each step above, hit Test Game to verify that piece works before moving on.

Exporting Your Game

  1. Click Export in the toolbar
  2. Choose your format:
    • Single HTML File — everything embedded in one file, ready to share or upload
    • ZIP Package — separate files for hosting on a web server
  3. The export dialog shows a pre-flight check — make sure everything passes
  4. Click Export and download your game
The single HTML file is the easiest way to share — just send the file to anyone and they can open it in any browser. No server, no installs, no plugins. Typical size: 2–3 MB.
The pre-flight check validates your game structure (scenes, rooms, settings, start scene). If it flags an issue, fix it before exporting.

You Did It!

You've built a complete escape game with rooms, objects, puzzles, inventory, and event logic — all without writing a line of code.

Ready to build your next game?

You know the tools. You know the flow. Now make something amazing.

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