Let Us have a look at 5 most Frequent mistakes in escape rooms Experience or design, that can ruin it for visitors! We will not be listing them in any specific order, as they are (quite) bad for escape room experience, and it really depends to what extent they appear from the room.


Poor puzzles design can represent many things and could be present Within an escape room in various forms. The end result is generally similar -- the customer is confused, annoyed and uncertain what the heck just happened.

· Reusing the identical information or hints for over 1 puzzle could be really confusing for visitors. When you find out that you shouldn't only figure out which book to use in a mystery from a collection of bits of paper you found scattered all across the room, but also who is the murderer, what is his shoe size and 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 great impression.

· Involving props which shouldn't be moved. That's probably only the worst mystery design flaw out there. Obviously gamers will touch and move everything in the room -- it's part of the experience and what they are used to perform. If them moving props in the room makes a puzzle wracking (without signs ), it is just bad design.

· (too well) hidden things 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, even when talking to the proprietor, he said most visitors have problems with that. To make things worse, finding things was a huge part of the rest of the game too -- and was just there due to the shortage of real puzzles. Searching for items =/= puzzles!

· It is not really limited to the high-tech puzzles however it can happen with padlocks and very low tech puzzles aswell. Technologically advanced puzzles could be fantastic, and can really increase the"wow" factor of the space. But when something goes wrong, it is just 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 encounter. A good introduction and debriefing can turn a good escape room into an awesome individual -- and it works both ways. A bad introduction and debriefing can truly harm the overall experience when visiting an escape room. No matter how great the room is, it may only feel like something is missing if you're promptly asked to pay and leave after you solve it.

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

It is even simpler to Pinpoint a bad debriefing -- and people are not hard to find. To be entirely honest, we have probably had more mediocre or poor debriefings overall, compared to the really great ones. Too many times it happens, that you're only escorted beyond the room back to the entrance hall, asked to pay, possibly provided a chance to get a photograph or a few minutes of chat, and then asked to leave (or simply stand there ).

The few awesome debriefings we've had included Going through the room again, answering any questions 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 finished, that is not a must but it certainly doesn't hurt.


Anything The reason might be -- some room simply use it to cover up the lack of real puzzles and prolong your escape room experience, some may overdo the narrative elements -- some escape rooms simply contain waaaay to a lot of distractions. By distractions, I mean items of no importance to the video game itself. A typical detective office, with loads, and that I mean, LOADS of paperwork, pictures, notes all round the room. Not only does it require a lengthy time to get through all them, it was that they were of very little worth to us in the end. Many rooms resolve the problem with a special markers which are used for things which are not a part of the video game. Though it has a bit of a negative impact on immersion, it is fantastic for preventing visitors from wasting their time on regions of the scenery.

Tick, Tock, time is ticking, the last group just left the room, and the room master has limited time to ready the space for the upcoming visitors. In regards to preparing the room, there's absolutely not any room for sloppiness. Each of the puzzles have to be reset, all the locks locked, all the keys in the right places. We have had it happen a couple of occasions that some locks were not locked -- mostly even the vital locks like the doors to another room. Whenever you are politely asked that you return to the first room since the doors weren't supposed to be opened yet (and they will let you know when you can visit the second area ), it only demolishes the immersion.

Timing Hints properly may have a fantastic impact on escape room experience. Experienced groups maybe don't even need hints, but when it comes to novices and people with a couple rooms under their belt, hints are an significant part their expertise. Give clues too late, and they will not have the ability to solve the space in time -- again, not a great option. We've experienced both extremes happen to us.

In one Room, we were given signs before we can even attempt anything ourselves -- and they lead us from the room in about 40 minutes, with multiple hints one following another.


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

These five are the most Typical mistakes we stumbled upon in escape rooms. Most of Them click here could be easily avoided -- and it is really worth It, as it will tremendously increase the visitor's satisfaction. What about you? Do you want to add something, make a comment about something? Tell Us in the comments!

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