5 Issues THAT CAN Wreck ESCAPE ROOM Encounter

Let's have a look at 5 most common mistakes in escape rooms Experience or design, that can ruin it for people! We will not be listing them in any specific sequence , as they're (quite) bad for escape room experience, and it really depends to what extent that they appear in the area.


Poor puzzles layout can signify many things and can be present Within an escape room in various forms. The end result is generally similar -- that the visitor is confused, annoyed and unsure what the heck just happened.

· Reusing the same information or clues for over one puzzle could be extremely confusing for visitors. When you find out that you shouldn't only figure out what book to use in a puzzle from a collection of pieces of paper you found scattered all across the room, but also who's the murderer, what's his shoe size and exactly what he had for breakfast last January, that's the password to his computer account (yes, I am exaggerating:-RRB-), it leaves far from a fantastic impression.

· Involving props that shouldn't be moved. That is probably only the worst puzzle design defect on the market. Obviously players will touch and move everything from the area -- it's part of the experience and what they are used to perform. In case them moving props in the area makes a puzzle wracking (without hints), it's just poor design.

· (too well) hidden items can be really annoying. We seen a room where we couldn't find the initial key for almost 15 minutes -- and we weren't even the only ones, even when talking to the owner, he said most people have problems with that. To make things worse, finding things was a big part of the rest of the game too -- and was just there because of the shortage of actual puzzles.

· Non-working puzzles is the risk that becomes higher and higher when more tech is used in the puzzles. It is not really limited to the high-tech puzzles however it may happen with padlocks and very low tech puzzles aswell. Technologically advanced puzzles can be fantastic, and can definitely increase the"wow" factor of this room. However, when something goes wrong, it is only a lousy experience.


Introduction and the debriefing may not be a Part of the space itself, but it is surely a part of the escape room encounter. A fantastic introduction and debriefing may turn a good escape room into an awesome one -- and it works both ways. A bad introduction and debriefing can really hurt the overall experience when visiting an escape room. No matter how great the space is, it may just feel as if something is missing if you're promptly asked to cover and leave after you resolve it.

As poor introductions go, we've seen all kinds -- from space master get more info just reading the instructions from a bit of newspaper to not even mentioning the narrative of the room.

It is even simpler to Pinpoint a bad debriefing -- and people are not hard to come by. To be completely honest, we have probably had more fair or poor debriefings overall, than the really great ones. Too many times it happens, that you are just escorted outside of the space back to the entrance hall, requested to pay, possibly given a chance for a photograph or a couple of minutes of chat, and then asked to leave (or simply stand there awkwardly).

The few awesome debriefings we have had included Going throughout the space again, answering any questions you might have, commenting and minding the puzzles, maybe explaining a bit more how some puzzles are joined to the story of this room. Some rooms also offer refreshments after the room has been completed, that's not crucial but it surely doesn't hurt.


Anything The reason might be -- some room just use it to cover up the lack of real puzzles and prolong your escape room experience, some might overdo the narrative components -- some escape rooms simply comprise waaaay to a lot of distractions. By distractions, I suggest things of no importance to the video game itself. A normal detective office, with heaps, and that I mean, LOADS of paperwork, images, notes all round the area. Not only does this require a very long time to get through all of them, it turned out they were of very little worth to us ultimately. Many rooms solve the issue with a special marker that are used for things that are not a part of this game. Though it has a bit of a negative effect on immersion, it is great for preventing individuals from wasting their time on parts of the scenery.


Tick, When it comes to preparing the room, there is not any room for sloppiness. All the puzzles have to be reset, each of the locks locked, all of the keys in the ideal places. We've had it happen a couple of occasions that some locks were not locked -- mostly even the vital locks such as the doors to another room. When you're politely asked that you go back to the first room since the doors weren't supposed to be opened yet (and that they will let you know as soon as you're able to go to the second room), it just demolishes the immersion.

Timing Hints properly may have a great impact on escape room experience. Knowledgeable groups perhaps don't even need hints, but in regards to novices and people with a couple rooms under their belt, hints are an significant part their expertise. Give hints too late, and they will not have the ability to solve the room in time -- again, not a great alternative.

In a single Room, we were given hints before we could even try anything ourselves -- and they lead us out of the room in about 40 minutes, with numerous hints one following the other.


In our opinion, the Perfect hint system should help a group come from this space in time, or within a couple of minutes.

These five are the most Typical mistakes we came across in escape rooms. Most of Them can be readily averted -- and it's really worth It, as it'll tremendously increase the customer's satisfaction. What about you personally? Do you want to include something, make a comment about something? Let us know in the comments!

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