A room-escape puzzle set in a fruit market after closing. The structure is the genre standard — search the scene, collect what can be carried, work out which object opens what — and the pleasure is the same: noticing the thing that was in frame the whole time. Mouse only, no timer, no way to die. Escape games live on whether the chain of clues is fair, and this one keeps its solutions inside the room rather than demanding outside knowledge.
What went wrong?