Let's have a Peek at 5 most common mistakes in escape rooms Experience or design, that may ruin it for visitors! We will not be listing them at any particular order, as they are (quite) bad for escape room experience, and it really depends to what extent they appear from the area.


Poor puzzles layout can represent many things and could be present In an escape room in various forms. The final result is generally similar -- that the visitor is confused, annoyed and uncertain what the hell just happened.

· Reusing the same information or hints for over one puzzle can be extremely confusing for visitors. When you figure out that you shouldn't only figure out what book to use in a mystery from a group of bits of paper you found scattered all around the area, but also who's the murderer, what is his shoe size and exactly what he had for breakfast last January, that's the password to his computer account (yes, I'm exaggerating:-RRB-), it renders far from a fantastic impression.

· Involving props that shouldn't be transferred . That is probably just the worst puzzle design defect out there. Of course gamers can touch and move everything in the room -- it's a part of the experience and what they are used to perform. In case them moving props in the room makes a puzzle unsolvable (without signs ), it is just bad design.

· (too well) hidden items can be quite annoying. We seen a room where we could not find the initial key for almost 15 minutes -- and we weren't even the only ones, when speaking to the proprietor, he said most visitors have problems with that. To make things worse, finding items was a big part of the rest of the game too -- and was there because of the lack of real puzzles.

· It is not really restricted to the high tech puzzles however it can happen with padlocks and low tech puzzles aswell. Technologically advanced puzzles can be great, and can definitely increase the"wow" factor of this room. But when something goes wrong, it is only a bad experience.


Introduction and the debriefing Might Not Be a Part of the space itself, but it's certainly part of the escape room experience. A good introduction and debriefing can turn a fantastic escape room into an awesome individual -- and it works both ways. A bad introduction and debriefing can really harm the overall experience when visiting an escape room. No matter how good the space is, it may just feel like something is missing if you are promptly requested to cover and leave after you resolve it.

As poor introductions go, we've seen all kinds -- from room master only reading the instructions from a piece of newspaper to not even mentioning the narrative of this room. A good introduction is the first step towards immersion, and it really can put you in the mood and set the atmosphere of the story behind the escape room.

It is even easier to Pinpoint a bad debriefing -- and people are not tough to come by. To be entirely honest, we have probably had more mediocre or poor debriefings overall, than the really great ones. Way too many occasions it happens, that you're just escorted beyond the space back to the entry hall, asked to cover, maybe provided a chance for a photograph or a few minutes of conversation, and then asked to leave (or just stand there ).

The couple awesome debriefings we've had contained Going through the room , answering any questions that you may have, commenting and debating the puzzles, possibly explaining a bit more how some puzzles are connected to the narrative of the space . Some rooms also offer refreshments after the area has been finished, that is not a must but it certainly doesn't hurt.


Anything The reason could be -- some area simply use it to cover up the lack of real puzzles and extend your escape room encounter, some may overdo the story components -- some escape rooms simply comprise waaaay to many distractions. By distractions, I mean things of no importance to the game itself. We've had quite a bad experience in one of"solve the crime" genre escape room. A typical detective office, with loads, and I mean, LOADS of paperwork, images, notes all across the area. Not only does this require a lengthy time to make it through all them, it turned out they were of very little value to us in the end. Many rooms resolve the issue with a special marker that are used for items that are not part of the game. Even though it has a small negative effect on immersion, it's great for preventing visitors from wasting their time on parts of the scenery.


Tick, In regards to preparing the space, there's absolutely not any room for sloppiness. All the puzzles must be reset, each of the locks secured, all the keys in the right places. We have had it happen a couple of occasions that some locks weren't locked -- mostly even the vital locks such as the doors to the next room. Whenever you're politely asked that you go back to the first room because the doors were not supposed to be opened yet (and they will let you know as soon as you're able to go to the second area ), it only demolishes the immersion.


Timing Hints properly read more can have a fantastic effect on escape room experience. Experienced groups perhaps don't even need tips, but when it comes to novices and visitors with a couple rooms under their belt, signs are an significant part their experience. Give clues too late, and they won't have the ability to solve the space in time -- again, not a fantastic option.

In one Room, we had been given signs before we could even attempt anything ourselves -- and they lead us from this room in about 40 minutes, with numerous hints one after another.


In our opinion, the Perfect hint system ought to aid a group come from the room in time, or within a couple of minutes.


Those five are the most Typical mistakes we stumbled upon in escape rooms. Most of Them could be readily averted -- and it is really worth It, as it'll tremendously increase the visitor'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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