Let's have a look at 5 most common mistakes in escape rooms Experience or design, that may ruin it for people! We will not be listing them at any particular sequence , as they are (quite) bad for escape room encounter, and it actually depends upon what extent that they appear in the room.


Poor puzzles design can signify many things and could be present Within an escape room in different forms. The end result is usually similar -- that 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 people. When you figure out that you should not only determine which book to use in a puzzle from a collection of bits of paper you found scattered all around the room, but also who is the murderer, what is his shoe size and what he had for breakfast last January, which is the password for his computer account (yes, I am exaggerating:-RRB-), it renders far from a fantastic impression.

· Involving props that shouldn't be transferred . That is probably just the worst puzzle design defect on the market. Obviously players can touch and move everything from the room -- it is 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 is just bad design.

· (also 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, when speaking to the owner, he said most visitors have problems with this. To make matters worse, finding items was a big part of the remainder of the game also -- and was there because of the shortage of real puzzles. Searching for things =/= puzzles!

· It is not really limited to the high-tech puzzles though, it may happen with padlocks and low tech puzzles aswell. Technologically advanced puzzles can be fantastic, and can really boost the"wow" factor of the space. However, when something goes wrong, it's only a lousy experience.


Introduction and the debriefing Might Not Be a Part of the room itself, but it is surely part of the escape room experience. A fantastic introduction and debriefing can turn a fantastic escape room into an awesome one -- and it works both ways. A bad introduction and debriefing can really harm the overall experience when seeing an escape room. No matter how great the room is, it can only feel as if something is missing when you are promptly requested to pay and depart after you solve it.

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

It is even easier to Pinpoint a bad debriefing -- and those are not hard to come by. To be completely honest, we've probably had more fair or bad debriefings overall, than the really good ones. Too many occasions it happens, which you are just escorted beyond this space back into the entry hall, asked to pay, maybe given a chance to get a photo or a few minutes of chat, and then asked to leave (or just stand there awkwardly).

The couple awesome debriefings we have had contained Going through the room , answering any questions that you may have, commenting and minding the puzzles, possibly explaining a little more how some puzzles are connected to the story of the room. Some rooms also provide refreshments after the area has been finished, that is not a must but it certainly does not hurt.


Anything The reason could be -- some room simply use it to cover up the absence of real puzzles and prolong your escape room experience, some may overdo the story elements -- some escape rooms simply comprise waaaay to many distractions. By distractions, I mean 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 typical detective office, with heaps, and I suggest, LOADS of paperwork, images, notes all across the room. Not only does it take a very long time to make it through all them, it was they had been of very little worth to us in the end. Many rooms solve the issue with a particular marker that are used for things which are not a part of the game. Though it has a bit of a negative effect on immersion, it is great for preventing individuals from wasting their time on regions of the scenery.


Tick, When it comes to preparing the space, there's absolutely not any room for sloppiness. All the puzzles must be reset, all the locks secured, all of the keys in the right places. We've had it happen a couple of occasions that some locks were not locked -- mostly even the important locks such as the doors into another room. Whenever you are politely asked that you return to the first room because the doors weren't 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 great impact on escape room experience. Experienced groups perhaps do not even need hints, but when it comes to beginners and visitors with a couple rooms under their belt, hints are still an important part of their expertise. Give clues too late, and they won't be able to address the space in time -- again, not a great alternative. We have had both extremes happen to us.

In one Room, we had been given signs before we could even try anything -- and they lead us from this space in about 40 minutes, with multiple hints one after another.


In our more info view, that the Perfect hint system should aid a group come from the space just in time, or within a couple extra minutes.


These five are the most Normal mistakes we stumbled upon in escape rooms. Most of Them could be easily avoided -- and it is really worth It, as it will tremendously increase the customer's satisfaction. What about you personally? Would you like to include something, make a remark about something? Tell Us in the comments!

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