Our idea was to have the micro:bit functioning as an interactive toolkit or puzzle in an escape room game set. During the game, different gestures upon the micro:bit will trigger activities that produce instructions. A player will find information that either suggests the triggering methods of micro:bit or can be put together into a final message.
The player in the escape room will first have to find the micro:bit and receive a welcoming message when the light sensor of the micro:bit senses a higher light level upon discovery. Physical notes will guide the player to activates a series of challenges such as ghost blowing, easter egg, and code entering.
For ghost blowing, the player needs to blow at the ghost icon three seconds within its appearance; for an easter egg, the player follows a found note and drops the micro:bit; for code entering, the player will need to enter a two-part code right. The player can repeat any activity until success, and the coding makes sure accidental gestures during any ongoing activity will not interrupt that activity and introduce a new one. The player will gain a new message upon each success that leads forward the game. Finally, the player will solve all the puzzles and succeed in escaping the room.
As two designers completely new to programming, we indeed came across difficulties and abandoned plans. We had an idea of using the radio transmitter to include the role of a game guide. He or she can send out a direction to the micro:bit of the player or answer a help request from the player. However, we decided to cancel this function, because it is too independent of the rest of the game and lacks complexity. We also abandoned the compass function for its inaccuracy during practical experiments. Last but not least, we tried to add a timer that reminds the player every 20 minutes and ends the game in an hour. But we had not yet figured out how to address situations such as when the reminder conflicts with ongoing activity.

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