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Your First Puzzle — Combination Lock

Puzzles are what make an escape game feel like an escape game. In this tutorial you'll add a Combination Lock to your scene, configure exactly how it looks and behaves, place a trigger object, and wire up two events — one to open the puzzle when the player clicks, and one to reward them when they solve it.

⏱ 10 min ⭐ Beginner 📄 Requires: QS 1 – QS 3 complete

What You'll Learn

  • Add a puzzle to a scene
  • Configure Combination Lock settings
  • Understand puzzle vs. trigger object
  • Wire an "open puzzle" event on click
  • Wire a "puzzle solved" reward event
  • Test the full flow in the browser
1

What Is a Puzzle?

A puzzle in EscapeMaker is a mini-game overlay. It is not placed directly on the scene canvas like a sprite — instead, it lives in the Puzzle Panel and is summoned at runtime by an event. When the player triggers the event, the puzzle appears on top of the current scene in a modal overlay. The rest of the game is dimmed and frozen until the puzzle is dismissed or solved.

Player clicks object
→
Puzzle overlay appears
→
Player solves it
→
Events fire

This separation — puzzle configuration in the Puzzle Panel, puzzle triggering via events — means the same puzzle could theoretically be opened from multiple different objects. It also means that creating a puzzle doesn't automatically put it in your game: you always need a trigger object and an event to make the puzzle reachable.

The Puzzle Panel

The Puzzle Panel is the tab labeled Puzzles in the right panel. It lists every puzzle in your game, regardless of which scene you're currently editing. A puzzle is a game-wide resource, not tied to any single scene.

The scene only "knows about" a puzzle through events. If you delete all events that open a puzzle, the puzzle still exists in the Puzzle Panel — it's just unreachable. This is useful for puzzles you're drafting but not ready to connect yet.
2

Adding a Puzzle

  1. Click the Puzzles tab in the right panel.
  2. Click Add Puzzle.
  3. A dropdown appears listing all 9 Puzzle Types. Choose Combination Lock.
  4. A new entry appears in the puzzle list with a default name like "Puzzle 1".
  5. Click the name field and rename it to something descriptive — for this tutorial use SafeCode.
Puzzles tab showing SafeCode entry with Combination Lock badge and Add Puzzle button
Name every puzzle clearly. You'll reference puzzles by name in events throughout your game — "KitchenSafe" is infinitely easier to find in a dropdown than "Puzzle 4".
3

Configuring the Combination Lock

Click the gear icon on the "SafeCode" entry (or click the entry itself) to open its configuration panel. You'll see the following settings:

Style

Controls how the lock looks and how the player interacts with it. Four options:

StyleDescription
DialRotating disc spinners — the classic combination safe look. Player swipes/clicks to scroll digits.
KeypadA 4×3 numpad grid. Player taps digits in sequence to build the code.
ButtonsUp/down arrow buttons next to each digit. More tactile, great for physical-feeling interfaces.
AlphaLetter input instead of numbers. Perfect for word puzzles — the solution can be a word like "ROSE" or "OPEN".

For this tutorial, leave it on Dial.

Digits

How many characters make up the code. Range 1–8, default 3. Each additional digit increases difficulty significantly. Set this to 3.

Solution

The correct answer the player must enter. Type 742. This is case-sensitive for Alpha style. For Dial/Keypad/Buttons the engine only uses the numeric characters.

Show Clue

Optional text shown above the lock in the overlay. This is a hint to the player — for example: The year on the painting… Leave it blank for now, or add a clue if you have one.

Reset on Wrong

If checked, all dials/digits reset to zero whenever the player submits an incorrect code. This increases tension but can frustrate players on longer codes. Leave it unchecked for your first puzzle.

Image

Optional background image for the puzzle overlay — useful to place the lock visually inside a safe door, a padlock, or a custom frame. Leave blank for now to use the default overlay style.

Combination Lock config: Dial style, 3 digits, solution 742, Reset on Wrong unchecked
4

Creating the Trigger Object

The puzzle needs something for the player to click. This is the trigger object — a sprite placed on your scene that represents the physical object the player examines to reach the puzzle. The puzzle and the trigger object are separate things: the puzzle is a game-wide overlay, the trigger is a scene-specific sprite.

  1. Navigate to the scene where you want to place the safe.
  2. Use Insert → Sprite and upload or choose a safe image from your asset library. Place it somewhere visible on the canvas.
  3. With the sprite selected, look at the Property Panel (right panel, Properties tab).
  4. Set the Name field to safe.
  5. Make sure Interactive is toggled ON. (This is on by default for sprites, but worth double-checking — only interactive objects can receive click events.)
Use a clear, low-clutter image for the safe sprite. The player needs to recognize it as something they should click. A slight glow or pulsing animation on interactive objects is a common design pattern — you can add this later using the Animation settings in the Property Panel.
The "Interactive" toggle on a sprite is separate from whether it does anything when clicked. A non-interactive sprite cannot receive click events at all. An interactive sprite can, but only does something if you add an event — which you'll do next.
5

Wiring the Event — Open Puzzle on Click

With the safe sprite selected on the canvas, open the Event tab in the right panel. Click Add Event.

Configure the Event

FieldValue
Event NameOpenSafe (optional but recommended)
TriggerObject Click → select safe
Conditions(none — leave empty)
ActionsOpen Puzzle → choose SafeCode

Click Save.

The Open Puzzle action does not navigate away from the scene — the puzzle appears as an overlay on top of the current view. The background scene is still there, just dimmed. The player closes the puzzle by solving it or clicking the dismiss button (if you allow that in puzzle settings).
Event editor with Object Click safe trigger and Open Puzzle SafeCode action
6

Wiring the Solved Event

Now you need to decide what happens when the player enters the correct code. In EscapeMaker, a solved puzzle fires the Puzzle Solved trigger — you hook your reward logic into that trigger.

First, prepare the reward: place a key sprite somewhere on your scene, name it reward_key, and in the Property Panel set its Visibility to Hidden. The key is on the scene but invisible until the safe is opened.

Now, with the safe sprite still selected, click Add Event in the Event tab again. (You can also click an empty area of the canvas first to deselect, then add a scene-level event — both approaches work for a Puzzle Solved trigger.)

Configure the Solved Event

FieldValue
Event NameSafeSolved
TriggerPuzzle Solved → choose SafeCode
Conditions(none)
ActionsShow Object → reward_key

Optionally add more actions in sequence — for example, play a sound effect (Play Sound) or show a brief message (Show Dialogue with no speaker, just the text "The safe clicks open!"). Actions run top-to-bottom in the order listed.

Click Save.

Chain actions freely. A satisfying solve sequence might be: Play Sound "safe_open.mp3" → Wait 300ms → Show Object "reward_key" → Show Dialogue "You found the key!". The Wait action (in milliseconds) lets you time the reveal for dramatic effect.
7

Testing

Click the Test button in the toolbar (or press F5). Your game opens in a new browser tab using the built-in player.

  1. Navigate to the scene containing your safe sprite.
  2. Click the safe — the Combination Lock overlay should appear over the dimmed scene.
  3. Enter a wrong code. The dials should stay in position (since "Reset on wrong" is unchecked).
  4. Enter the correct code 742 and confirm. The overlay closes and the reward key sprite should appear on the scene.

Close the test tab to return to the editor. If something didn't work as expected, check these common issues:

SymptomLikely Cause
Clicking safe does nothingInteractive is OFF on the safe sprite, or the "Open Puzzle" event wasn't saved
Puzzle opens but solving it does nothingThe "Puzzle Solved" event isn't saved, or the reward_key name doesn't match exactly
Key was already visibleVisibility wasn't set to Hidden on the reward_key sprite
Wrong puzzle opensThe Open Puzzle action points to a different puzzle — check the action's dropdown
Add a second combination lock to the same scene with a 4-digit code (e.g. "3819") and the Keypad style. Place a different trigger sprite, wire it up the same way, and connect a different hidden object as the reward. Notice how the Keypad style looks compared to Dial.