Let's have a look at 5 most Frequent mistakes in escape rooms Experience or design, that can ruin it for visitors! We will not be listing them in any particular order, as they are (quite) bad for escape room experience, and it really depends to what extent that they appear from the area.


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

· Reusing the same information or clues for over one puzzle can be extremely confusing for people. When you figure out that you should not just determine what book to use in a puzzle from a group of bits of paper you found scattered all across the area, 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 am exaggerating:-RRB-), it renders far from a great impression.

· Involving props which shouldn't be transferred . That's probably only the worst puzzle design defect on the market. Obviously players will touch and move everything in the area -- it is part of their experience and what they're used to perform. If them moving props in the area makes a puzzle wracking (without hints), it is just bad design.

· (also well) hidden things can be quite 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, when speaking to the owner, he said most visitors have problems with this. To make things worse, finding items was a huge part of the rest of the video game also -- and was there due to the shortage of real puzzles.

· It isn't really limited to the high tech puzzles however , it can happen with padlocks and very 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 bad experience.


Introduction and the debriefing may not be a Part of the room itself, but it is surely a part of the escape room encounter. A poor debut and debriefing can truly harm the overall experience when visiting an escape room. No matter how great the space is, it can only feel like something is missing if you are promptly requested to pay and depart after you resolve it.

As bad introductions go, we've seen all kinds -- from space master only reading the instructions from a bit of paper to not even mentioning the story of this space.

It is even easier to Pinpoint a bad debriefing -- and people are not hard to come by. To be completely honest, we've probably had more mediocre or poor debriefings overall, than the really great ones. Way too many times it happens, which you are only escorted outside of the space back to the entrance hall, asked to cover, maybe provided a chance for a photo or a few minutes of conversation, and then asked to leave (or simply stand there ).

The few awesome debriefings we've had included Going throughout the space again, answering any questions you might have, commenting and minding the puzzles, possibly explaining a click here bit more how some puzzles are connected to the story of this room. Some rooms also offer refreshments after the area was finished, that's not a must but it certainly does not hurt.

Whatever The reason might be -- some room just use it to cover up the lack of real puzzles and prolong your escape room experience, some might overdo the narrative components -- some escape rooms just contain waaaay to many distractions. By distractions, I mean things of no importance to the video game itself. A normal detective office, with loads, and that I mean, LOADS of paperwork, pictures, notes all round the area. Not only does this require a very long time to make it through all them, it turned out they had been of very little value to us in the end. Many rooms resolve the problem with a special marker that are used for items that aren't part of this game. 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's absolutely not any room for sloppiness. Each of the puzzles have to be reset, each of the locks locked, all of the keys in the ideal places. We've had it happen a couple of times that some locks weren't locked -- largely even the vital locks such as the doors to another room. When you are politely asked that you return to the first room since the doors weren't supposed to be opened yet (and that they will let you know when you can visit the second room), it just demolishes the immersion.

Timing Hints properly may have a great effect on escape room experience. Knowledgeable groups maybe don't even need tips, but when it comes to beginners and people with a couple rooms under their belt, hints are still an important part of their experience. Give clues too late, and they will not be able to address the room in time -- again, not a great alternative. We've had both extremes happen to us.

In one Room, we had been given hints before we can even try anything -- and they lead us from this space in about 40 minutes, with multiple hints one following the other.

The Other extreme is being left alone for the first half an hour (with no way to request a hint since it was a one-side communication), and consequently not finishing over half of the space in the end.

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

TO SUM IT UP... Typical mistakes we stumbled upon in escape rooms. Most of Them can be readily avoided -- and it's really worth It, as it'll tremendously increase the customer's satisfaction. What about you personally? Do you want to add something, make a comment about something? Let us know in the comments!



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