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 particular sequence , as they're all (quite) bad for escape room encounter, and it actually depends to what extent that they appear from the room.


Poor puzzles design can signify many things and could be present In an escape room in various forms. The end result is usually similar -- that the visitor is confused, annoyed and uncertain what the heck just happened.

· Reusing the same information or hints for more than 1 puzzle can be extremely confusing for visitors. When you find out that you shouldn't only determine what book to use in a mystery from a collection of bits of paper you found scattered all across the area, but also who is the murderer, what's his shoe size and what he had for breakfast last January, that's the password to his computer account (yes, I am exaggerating:-RRB-), it leaves far from a great impression.

· Involving props that shouldn't be transferred . That is probably only the worst puzzle design defect out there. 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 hints), it's just poor design.

· (too well) hidden things can be really annoying. We seen a room where we could not find the first key for nearly 15 minutes -- and we weren't even the only ones, even when talking to the proprietor, he said most visitors have problems with this. To make matters worse, finding items was a huge part of the remainder of the game too -- and was there due to the lack of real puzzles. Searching for things =/= 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 can be great, and will definitely increase the"wow" factor of the room. But when something goes wrong, it is just a bad experience.


Introduction and the debriefing Might Not Be a Part of the room itself, but it's certainly a part of the escape room encounter. A bad introduction and debriefing can really hurt the overall experience when seeing an escape room. No matter how great the space is, it may only feel as if something is missing when you're immediately asked to pay and depart after you resolve it.

As bad introductions go, we have seen all kinds -- from space master only reading the instructions from a bit of paper to not even mentioning the narrative of the space. A good 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's even easier to Pinpoint a bad debriefing -- and people are not tough to come by. To be completely honest, we have probably had more fair or bad debriefings overall, compared to the really good ones. Too many occasions it happens, that you're just escorted beyond the room back into the entrance hall, asked to cover, possibly given a chance to get a photo or a few minutes of conversation, and then asked to leave (or just stand there ).

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

Anything The reason could be -- some room simply use it to cover up the lack of real puzzles and prolong your escape room experience, some may overdo the story elements -- some escape rooms just comprise waaaay to many distractions. We have had quite a bad experience in one of"solve the crime" genre escape room. A normal detective office, with heaps, and I suggest, LOADS of paperwork, images, notes all round the room. Not only does it require a very long time to make it through all of them, it was they had been of very little value to us ultimately. Many rooms resolve the problem with a special marker that are used for items which are not part of the video game. Even though it has a small negative impact on immersion, it is great for preventing individuals from wasting their time on regions of the scenery.


Tick, Tock, time is ticking, the last group only left the area, and the space master has limited time to prepare the space for the upcoming visitors. In regards to preparing the room, there's absolutely not any room for sloppiness. Each of the puzzles must be reset, each of the locks website secured, all of the keys in the ideal places. We've had it happen a couple of times that some locks were not locked -- mostly even the vital locks such as the doors into the next room. Whenever you're 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 when you can go to the second room), it just demolishes the immersion.


Timing Hints properly can have a fantastic effect on escape room experience. Knowledgeable groups perhaps 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 experience. Give hints too late, and they will not have the ability to address the space in time , not a great option. We have had both extremes happen to us.

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


In our opinion, that the Perfect hint system should help a group come out of the room in time, or within a couple extra 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? Would you like to add something, make a remark about something? Let us know in the comments!

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