Let Us Take a Peek at 5 most common mistakes in escape rooms Design or experience, that can ruin it for people! We will not be listing them in any specific sequence , as they are all (very ) bad for escape room experience, and it really depends upon what extent that they appear in the area.


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

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

· Involving props that shouldn't be moved. That's probably only the worst mystery design defect on the market. Obviously players can touch and move everything in the area -- it's part of their experience and what they are utilized to do. If them moving props in the area makes a puzzle wracking (without signs ), it's just poor design.

· (also well) hidden items can be quite 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, when speaking to the owner, he said majority of people have problems with this. To make things worse, finding things was a huge part of the rest of the game too -- and was there due to the lack of real puzzles. Searching for things =/= puzzles!

· Non-working puzzles is the risk that becomes greater and higher when more tech is utilized in the puzzles. It isn't really restricted to the high tech puzzles though, it may happen with padlocks and very low tech puzzles aswell. Technologically advanced puzzles could be great, and can definitely increase the"wow" factor of the room. But when something goes wrong, it is only a bad experience.


Introduction and the debriefing may not be a Part of the room itself, but it's certainly a part of the escape room encounter. A fantastic introduction and debriefing can turn a good escape room into an awesome one -- and it works both ways. A poor introduction and debriefing can really hurt the overall experience when visiting an escape room. No matter how good the room is, it may only feel like something is missing if you're immediately asked to pay and leave after you solve it.

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

It's even easier to Pinpoint a bad debriefing -- and those are not hard to come by. To be completely honest, we've probably had more mediocre or bad debriefings overall, than the really good ones. Way too many times it happens, that you're only escorted beyond this space back into the entry hall, requested to pay, maybe given a chance for a photo or a couple of minutes of conversation, and then asked to leave (or simply stand there ).

The few awesome debriefings we've had contained Going throughout the space 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 story of the space . Some rooms also provide refreshments after the area has been completed, that's not crucial but it certainly does not hurt.


Whatever The reason might be -- some room simply use it to cover up the absence of real puzzles and prolong your escape room encounter, some may overdo the story elements -- some escape rooms simply comprise waaaay to many distractions. By distractions, I mean things of no importance to the game itself. We have had rather a bad experience in one of"solve the crime" genre escape room. A typical detective office, with here loads, and that I suggest, LOADS of paperwork, pictures, notes all across the area. Not only does this take a lengthy time to make it through all of them, it was 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 which are not a part of this game. Even though it has a bit of a negative effect on immersion, it's fantastic for preventing visitors from wasting their time on regions of the scenery.


Tick, When it comes to preparing the space, there is not any room for sloppiness. All the puzzles have to be reset, all the locks secured, all the keys in the ideal places. We've had it happen a couple of occasions that some locks weren't locked -- largely even the important locks such as the doors into 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 they will let you know as soon as you can go to the second area ), it just demolishes the immersion.

Timing Hints properly can have a fantastic impact on escape room experience. Knowledgeable groups maybe do not even need tips, but when it comes to novices and people with a couple rooms under their belt, hints are still an significant part their experience. Give clues too late, and they will not be able to solve the space in time , not a fantastic option.

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


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

TO SUM IT UP... Typical mistakes we came across in escape rooms. Most of Them could be readily averted -- and it is really worth It, as it will tremendously boost the customer's satisfaction. What about you? Would you like to add something, make a comment about something? Let us know in the comments!

Leave a Reply

Your email address will not be published. Required fields are marked *