Let Us Take a look at 5 most common mistakes in escape rooms Experience or design, that may ruin it for visitors! We won't be listing them at any specific order, as they are all (very ) bad for escape room encounter, and it actually depends upon what extent they appear in the area.


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

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

· Involving props that shouldn't be moved. That is probably just the worst mystery design flaw on the market. Of course players can touch and move everything in the area -- it's part of their experience and what they're used to do. If them moving props in the area produces a puzzle wracking (without hints), it's just poor design.

· (also well) hidden things can be really annoying. We visited a room where we couldn't find the first key for nearly 15 minutes -- and we weren't even the only ones, even when speaking to the proprietor, he said majority of visitors have problems with that. To make things worse, finding things was a huge part of the remainder of the video game too -- and was there due to the shortage of actual puzzles.

· Non-working puzzles is the risk that becomes higher and higher when more technology is used in the puzzles. It isn't really limited to the high-tech puzzles thoughit can happen with padlocks and low tech puzzles aswell. Technologically advanced puzzles can be great, and can really boost the"wow" factor of this room. But when something goes wrong, it is only a lousy experience.


Introduction and the debriefing may not be a Part of the room itself, but it is surely part of the escape room experience. A good introduction and debriefing may 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 room is, it may only feel like something is missing when you are promptly asked to cover and depart after you solve it.

As bad introductions go, we have seen all kinds -- from space master only reading the directions from a piece of paper to not even mentioning the narrative of this room. A fantastic introduction is the first step towards immersion, and it really can put you in the mood and set the air of the story behind the escape room.

It is even simpler to Pinpoint a bad debriefing -- and those aren't tough to come by. To be completely honest, we've probably had more mediocre or poor debriefings overall, compared to the really great ones. Too many times it happens, which you're only escorted outside of the space back to the entrance hall, requested to cover, maybe given a chance to get a photograph or a couple of minutes of chat, and then asked to leave (or just stand there ).

The couple awesome debriefings we've had included Going through the space again, answering any questions you might have, commenting and debating the puzzles, possibly explaining a little more how a few puzzles are joined to the story of the space . Some rooms also provide refreshments after the room has been finished, that's not a must but it surely doesn't hurt.

Anything The reason could be -- some room just use it to cover up the absence of actual puzzles and prolong your escape room experience, some might overdo the narrative components -- some escape rooms simply comprise waaaay to many distractions. By distractions, I suggest items of no significance to the game itself. We have 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 round the area. Not only does this take a very long time to make it through all of 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 markers which are used for items which aren't a part of this video game. Though it has a bit of a negative impact on immersion, it is great for preventing visitors from wasting their time on regions of the scenery.


Tick, When it comes to preparing the space, there's absolutely no room for sloppiness. All the puzzles have to be reset, each of the locks locked, all the keys in the ideal places. We've had it happen a couple of times that some locks were not locked -- mostly even the important locks like the doors to the click here next room. When you're politely asked that you return to the first room because the doors were not supposed to be opened yet (and that they will let you know as soon as you can go to the second room), it just demolishes the immersion.

Timing Hints properly can have a fantastic effect on escape room encounter. Experienced groups maybe don't even need hints, but in regards to novices and people with a couple rooms under their belt, hints are still an important part of their expertise. Give clues too late, and they won't be able to address the room in time -- again, not a great option. We've had both extremes happen to us.

In one Room, we were given signs before we can even try anything ourselves -- and they lead us out of this space in about 40 minutes, with numerous hints one following another.


In our opinion, the Perfect hint system ought to help a group come out of this space just in time, or in a couple of minutes.

TO SUM IT UP... Normal mistakes we came across in escape rooms. Most of Them can be easily averted -- and it is really worth It, as it will tremendously increase the customer's satisfaction. What about you? Would you like to include something, make a comment about something? Tell Us in the comments!

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