The nice thing about dreaming is that you can just keep falling without worrying about hitting the ground. Unfortunately this is not a dream.
BackDoor is an episodic Adventure Game about a monochromatic boy who crash lands in a bedroom that is not his own. That bedroom happens to be in a house that is located on the moon, meaning he needs to find a way other than the front door to escape. And there's no one else inside the house, except for a mysterious entity that can communicate through telephones.
From the talking phone, the boy learns about the back doors in reality which lead to a sort of world between other worlds, but the phone's assistance doesn't come for free.
Three episodes have been released, called Door 1, Door 2, and Door 3.
This game provides examples of:
- Artificial Gravity: The house in Door 1 has a device that resembles a thermostat that can change how strong the gravity is in the house.
- Big, Thin, Short Trio: The Corkscrew Gang members: Cork, Screw, and Rivet.
- Block Puzzle: There's a simple sliding block puzzle in Door 1.
- Chekhov's Gun: At one point you have to remove a crowbar that's jamming gears to progress. Later you have to use the same crowbar to jam different gears while rescuing Aert.
- Could Say It, But...: The phone could say that it might of been his fault the train went off the rails because he tried to show off, and that it was a really good thing that the player saved the day. But he's not going to.
- Cutting the Knot: You can get an item out of a vending machine by interacting with the machine a whole bunch, or you can just smash it open with the crowbar.
- Fantastic Racism: Most robots in the underground city don't like humans much, but they've also been separated for so long that the robots forgot what humans look like.
- Floorboard Failure: There's a cabinet in Door 1 that can be moved onto weaker flooring, which results in it crashing through the floor later in the game.
- Easter Egg: An easter egg can be found in all episodes. Using the easter egg at the right location unlocks the Developer Room.
- Heroic Mime
- I Can See You: If you ignore the ringing phone at the end of Door 1, it informs you that it can see you walking off.
- Improvised Parachute: At the start of Door 2, the player has to use the towel as a parachute. It's also get lift from air vents in Door 3.
- Inconveniently Placed Conveyor Belt: There are a bunch of conveyor belts in the abandoned factory. There's one room that has a whole maze of conveyor belts, and another room where the conveyor belt acts as a Broken Bridge.
- Joke and Receive: If the player draws a fake ad for Sunflower Snacks before receiving some as part of a Chain of Deals, he'll express surprise that it was a real brand.
- No-Sell: Happens when The Treatment is used on the player character.
- Offscreen Inertia: The narration comments that the oven will probably be on forever after you retrieve the box cutter from it without turning it off.
- Ominous Mundanity: Robots that stand up to the Corkscrew Gang are given The Treatment.
- Paper-Thin Disguise: There's a shopkeeper in the second episode that refuse to sell the player character anything until he makes a disguise out of an actual paper bag. Clove also uses one to get multiple attempts at a lottery in Door 3.
- Police Are Useless: In Door 2, the police are too busy beating the world record for most streets closed to help you with a kidnapping case.
- Robot Republic: The robots have created their own city in order to get away from the humans.
- Running Gag: In the first game you can draw something different on every picture in the house. In the second game if you try to combine the pencil and Aert's picture, the narration notes that you have to resist the urge to draw all over it. The third door has different ads that can be drawn on.
- Shout-Out: The first episode opens with the player falling in a way reminiscent of the first Myst game.
- Sink-or-Swim Mentor: The phone tells the player that it's here to help the first time they meet, and then refuses to tell him how to escape the room he's in. It does teach the player about backdoors, but generally it avoids telling him how to do anything.
- Sure, Let's Go with That: Clove follows the player to a world of anthropomorphic birds, and concludes that it's the surface, but wonders why all the humans are wearing bird costumes. The phone invents a festival to explain it so that he doesn't have to tell her about different worlds.
- The Unintelligible: Cork only talks in beeps.
- Video Game Caring Potential: You can optionally return the keycard to the conductor at the end of Door 3, after the player doesn't need it anymore.
- Weaksauce Weakness: Robots are killed by water.
- You Shouldn't Know This Already: You're not allowed to push the shelving units to escape the room you get locked in during Door 2 before speaking to the phone, or use the bucket to collect water.