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


Poor puzzles design can represent many things and could be present In 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 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 puzzle 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 fantastic impression.

· Involving props which shouldn't be moved. That is probably just the worst mystery design flaw out there. Obviously gamers will touch and move everything from the room -- it is part of the experience and what they're used to do. In case 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 couldn't 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 things was a big part of the remainder of the video game also -- and was just there due to the shortage of real puzzles.

· It isn't really limited to the high-tech puzzles though, it can happen with padlocks and very low tech puzzles aswell. Technologically advanced puzzles could be great, and can definitely boost the"wow" factor of this room. However, when something goes wrong, it's just a lousy 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 truly harm the overall experience when visiting an escape room. No matter how great the space is, it may only feel like something is missing when you are promptly asked to cover and depart after you resolve it.

As poor introductions go, we have seen all kinds -- from space master only 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 poor debriefings overall, compared to the really good ones. Too many occasions it happens, which you're only escorted outside of the room back to the entrance hall, asked to cover, possibly provided a chance to get a photograph or a few minutes of chat, and then asked to leave (or just stand there awkwardly).

The few awesome debriefings we have had contained Going throughout the space , answering any questions that you may have, commenting and minding the puzzles, maybe explaining a little more how a few puzzles are connected to the story of the space . Some rooms also provide refreshments after more info the area has been finished, that's not crucial but it certainly doesn't hurt.


Anything The reason might be -- some area just use it to cover up the absence of actual puzzles and prolong your escape room experience, some may overdo the narrative elements -- some escape rooms just comprise waaaay to a lot of distractions. By distractions, I mean things of no significance to the video game itself. A typical detective office, with heaps, and that I suggest, LOADS of paperwork, images, notes all across the area. Not only does this take a very long time to make it through all of them, it was that they were of very little worth to us in the end. Many rooms solve the problem with a particular marker that are used for things that aren't part of this video game. Though it has a bit of a negative effect on immersion, it's fantastic for preventing individuals from wasting their time on regions of the scenery.


Tick, In regards to preparing the space, there is no room for sloppiness. All the puzzles must be reset, each of the locks locked, all of the keys in the right places. We've had it happen a couple of occasions that some locks weren't locked -- mostly even the vital locks like the doors to another room. When you are 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 visit the second room), it only demolishes the immersion.


Timing Hints properly may have a great effect on escape room experience. Experienced groups perhaps do not even need hints, but when it comes to beginners and people with a couple rooms under their belt, hints are still an significant part their expertise. Give hints to the group too early (or too often) and they will feel like they did nothing in the end. Give hints too late, and they won't be able to solve the room in time -- again, not a great option.

In a single Room, we had been given signs before we can even attempt anything ourselves -- and they lead us out of the room in about 40 minutes, with multiple hints one after the other.

The Other extreme has been left alone for the first half an hour (with no way to request a hint as it was a one-side communication), and consequently not completing more than half of the room in the long run.

In our view, the Perfect hint system should aid a group come from the room in time, or in a couple of minutes.

Those five are the most Normal mistakes we stumbled upon in escape rooms. Most of Them can be readily averted -- and it's really worth It, as it'll tremendously increase the visitor's satisfaction. What about you personally? Do you want to include something, make a remark about something? Tell Us in the comments!

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