Let's Take a look at 5 most Frequent mistakes in escape rooms Experience or design, that can ruin it for people! We won't be listing them at any particular order, as they're (very ) bad for escape room experience, and it actually depends upon what extent they appear from the room.


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

· Reusing the same information or clues for more than 1 puzzle could be extremely confusing for people. When you figure out that you should not only determine which book to use in a mystery from a group of pieces of paper you found scattered all around the area, but also who's the murderer, what's his shoe size and exactly what he had for breakfast last January, which is the password to his computer account (yes, I'm exaggerating:-RRB-), it leaves far from a fantastic impression.

· Involving props that shouldn't be moved. That's probably just the worst puzzle design defect out there. Of course players will touch and move everything in the area -- it is a part of their experience and what they are used to do. If them moving props in the area produces a puzzle unsolvable (without hints), it's just poor design.

· (also well) hidden items can be quite annoying. We seen a room where we could not find the first key for almost 15 minutes -- and we weren't even the only ones, even when speaking to the proprietor, he said majority of visitors have problems with this. To make matters worse, finding things was a big part of the rest of the video game too -- and was just there due to the shortage of actual puzzles. Searching for things =/= puzzles!

· Non-working puzzles is the danger that becomes higher and higher when more tech is used in the puzzles. It isn't really restricted to the high tech puzzles thoughit can happen with padlocks and very low tech puzzles aswell. Technologically advanced puzzles could be great, and can definitely increase the"wow" factor of the space. However, when something goes wrong, it is only a lousy experience.


Introduction and the debriefing Might Not Be a Part of the room itself, but it is certainly part of the escape room experience. A fantastic debut and debriefing can turn a fantastic escape room into an awesome one -- and it works both ways. A poor introduction and debriefing can truly hurt the overall experience when seeing an escape room. No matter how great the room is, it may just feel like something is missing when you're promptly requested to pay and depart after you resolve it.

As bad introductions go, we have seen all kinds -- from room master just reading the directions from a piece of paper to not even mentioning the narrative of the space.

It's even easier to Pinpoint a bad debriefing -- and people are not hard to come by. To be entirely honest, we have probably had more fair or bad debriefings overall, than the really great ones. Too many occasions it happens, that you are only escorted beyond the room back into the entry hall, requested to pay, maybe given a chance to get a photograph or a couple of minutes of chat, and then asked to leave (or just stand there awkwardly).

The couple awesome debriefings we have had contained Going throughout the space , answering any questions that you may have, commenting and minding the puzzles, maybe explaining a little more how a few puzzles are joined to the narrative of this space . Some rooms also provide refreshments after the area was completed, that's not crucial but it certainly doesn't hurt.

Whatever The reason could be -- some area simply use it to cover up the absence of actual puzzles and extend your escape room encounter, some may overdo the narrative elements -- some escape rooms just contain waaaay to a lot of distractions. A typical detective office, with loads, and that I mean, LOADS of paperwork, images, notes all across the area. Not only does this require a very long time to make it through all them, it turned out that they had been of very little worth to us in the end. Many rooms resolve the problem with a special marker that are used for things which are not part of this video game. Even though it has a bit of a negative effect on immersion, it's great for preventing individuals from wasting their time on parts of the scenery.


Tick, In regards to preparing the room, there is no room for sloppiness. All the puzzles have to be reset, each of the locks secured, all of the keys in the ideal places. We have had it happen a couple of occasions that some locks were not locked -- largely even the important locks such as the doors to the next room. Whenever you are politely asked that you return to the first room because the doors were not supposed to be opened yet (and that they will inform you when you're able to visit the second room), it only demolishes the immersion.


Timing Hints properly may have a great impact on escape room encounter. Experienced groups perhaps do not even need hints, but when it comes to novices and visitors with a couple rooms under their belt, hints are an significant part their expertise. Give clues to the group too early (or too frequently ) and they'll feel like that they did nothing in the long run. Give clues too late, and they won't be able to read more solve the space in time , not a fantastic option.

In a single Room, we had been given hints before we could even try anything ourselves -- and they lead us from the room in about 40 minutes, with multiple hints one after the other.

The Other extreme is being left alone for the first half an hour (with no means to request a hint since it was a one-side communicating ), and consequently not finishing over half of the space in the long run.

In our view, that the Perfect hint system ought to aid a group come from this room just in time, or in a couple extra minutes.


These five are the most Typical mistakes we came across in escape rooms. Most of Them can be easily averted -- and it is really worth It, as it will tremendously boost the visitor's satisfaction. What about you? Do you want to include something, make a remark about something? Tell Us in the comments!

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