Let's have a look at 5 most Frequent mistakes in escape rooms Design or experience, that may ruin it for people! We won't be listing them in any particular sequence , as they are all (quite) bad for escape room encounter, and it actually depends to what extent they appear from the room.


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

· Reusing the identical information or clues for over one puzzle can be extremely confusing for visitors. When you find out that you should not just figure out which book to use in a puzzle from a group of bits of paper you found scattered all around the room, but also who is the murderer, what's his shoe size and exactly 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 fantastic impression.

· Involving props that shouldn't be transferred . That's probably only the worst puzzle design defect out there. Of course gamers will touch and move everything from the room -- it is a part of the experience and what they're utilized to do. If them moving props in the room makes a puzzle unsolvable (without signs ), it is just bad design.

· (also well) hidden items can be really 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 talking to the owner, he said most visitors have problems with that. To make matters worse, finding items was a big part of the remainder of the game also -- and was there due to the shortage of real puzzles.

· Non-working puzzles is the risk that becomes greater and higher when more tech is used 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 can be great, and can definitely increase the"wow" factor of this room. But when something goes wrong, it is only a bad experience.


Introduction and the debriefing Might Not Be a Part of the space itself, but it is certainly a part of the escape room encounter. A poor introduction and debriefing can truly hurt the overall experience when seeing an escape room. No matter how great the space is, it may just feel as if something is missing when you are promptly requested to cover and depart after you resolve it.

As bad introductions go, we've seen all kinds -- from room master only reading the directions 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 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 people aren't hard to come by. To be completely honest, we have probably had more fair or bad debriefings overall, than the really good ones. Way too many times it happens, that you are more info just escorted outside of the space back to the entry hall, asked to cover, possibly provided a chance to get a photograph or a couple of minutes of conversation, and then asked to leave (or simply stand there awkwardly).

The few awesome debriefings we have had included Going through the room again, answering any questions that you might have, commenting and debating the puzzles, possibly explaining a little more how a few puzzles are connected to the story of this space . Some rooms also provide refreshments after the room has been finished, that is not crucial but it surely does not hurt.

Whatever The reason might be -- some room just use it to cover up the absence of real puzzles and prolong your escape room experience, some might overdo the narrative components -- some escape rooms simply contain waaaay to a lot of distractions. By distractions, I suggest things of no significance to the game itself. We've had rather a bad experience in one of"solve the crime" genre escape room. A normal detective office, with heaps, and that I suggest, LOADS of paperwork, images, notes all across the area. Not only does this require a lengthy time to get through all them, it was that they had been of very little value to us ultimately. Many rooms resolve the problem with a particular marker that are used for items which are not a part of the game. Even though it has a small negative effect on immersion, it is fantastic for preventing visitors from wasting their time on regions of the scenery.

Tick, When it comes to preparing the room, there is no room for sloppiness. Each of the puzzles have to be reset, each of the locks secured, all of the keys in the right places. We've had it happen a couple of times that some locks weren't locked -- mostly even the vital locks such as the doors into another room. Whenever you're politely asked that you go back to the first room since the doors weren't supposed to be opened yet (and they will inform you when you can go to the second area ), it just demolishes the immersion.

Timing Hints properly may have a great impact on escape room experience. Knowledgeable groups maybe do not even need tips, but when it comes to novices and visitors with a couple rooms under their belt, signs are still an significant part their experience. Give hints too late, and they won't have the ability to solve the space in time , not a fantastic alternative.

In a single Room, we were given hints before we could 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 should help a group come out of this room in time, or in a couple extra minutes.

TO SUM IT UP... Typical mistakes we came across in escape rooms. Most of Them could be easily avoided -- and it is really worth It, as it'll tremendously increase 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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