Reviews

Reviews

Servants of Sleight

Servants of Sleight

The Exit Games FL

  • Escape room
  • IRL
This room is objectively an immersive, involved and interesting magic-driven experience with non-linear puzzle progression and tons of unique puzzles we've never seen before. I have no doubt under better circumstances that we would have loved this room. Our experience was made poor by two main drawbacks: 1. Broken/Old Components As typical with rooms, we were told at the beginning that anything that isn't easily moved should not be forced. Despite this, there were a significant number of puzzles that required force to progress, with even one of them breaking where a panel did not open that should have, leaving us stuck until the GM told us to pry it open. The components that we were not allowed to touch were also updated throughout the room progression, leaving us more hesistant to touch and pull on the components actually necessary to continue. 2. Puzzle Flow & GM Interaction We have done a number of non-linear rooms, but the flow between puzzles of this one was lacking. The connection of puzzles to the main objective of each portion of the room seemed random at best, where a code could fit in multiple places as you all run around the room trying it out in the many locks. Especially in the instances mentioned in 1. where the required component wasn't accessible, the GM offered little guidance. We were left for at least 5 minutes waving at the camera before the help communicated to us was "what are you stuck on?" The GM only provided hints at times where they were not needed and we were progressing through the puzzles, leaving us stuck on the rest and stranded. I fully believe that under normal conditions, we would have loved the theming and very unique puzzles of this room - we were very excited given the high praise of this room. I hope our experience is an outlier and that anyone else who does this room has an amazing time. But personally, we had a terrible experience and wish this went differently.
Quest For The Temple of Light

Quest For The Temple of Light

The Keepers of Balance

  • Escape room
  • IRL
The Family Fallout Shelter

The Family Fallout Shelter

Evasive Escape Rooms

  • Escape room
  • IRL
8-Bit Escape

8-Bit Escape

Escape Room Herndon

  • Escape room
  • IRL
Wizard's Tale

Wizard's Tale

Escape Again Rooms

  • Escape room
  • IRL
Very disappointed given the high praise this room has. This room had three main problems: 1. GM Interaction (MAIN ISSUE): The GM fed clues way too much, to the point where even talking amongst ourselves about the puzzles would prompt the GM to basically give the puzzle away. We wouldn't even have a chance to fully look around the room without the GM commenting on us "moving away from objectives" or prompting us to do something. They would also click the wrong story prompts and confuse us more, then commenting "whoops, wrong button." Horrible for immersion, which was nonexistent. Some of the puzzles also wouldn't properly open or register as completed, and it was obvious the GM would open it for us, but this was often done before we even finished solving the puzzle. 2. Room Puzzles/Flow: While there were a couple of neat mechanisms, the entire room was an amalgamation of nonsensical puzzles that loosely fit a "story." There was no logical flow between puzzles and they all fit within a general theme of "magic," which was too broad to make sense. The puzzles were not very unique, bar a few, as they were mostly just fetch quests and putting things in places. Additionally, you are given a wand and at the start you receive a tutorial on "how to use magic". This mechanic was used maybe once or twice in the entire room, and it was incredibly unclear when you were supposed to use it in puzzles. The puzzles ended up just being triggered by the GM hitting a button after seeing you tap the useless wand somewhere. 3. Room Quality: There were some obvious wear and tear in puzzle components, mainly due to small pieces randomly falling from places and then having to search the floor to find them. Some puzzles required force from mechanisms not opening, even though it was stressed to not break anything (which was silly since so much seemed broken in the room already). We have been to one other place so far that has done this "indie, hand-crafted magic adventure" style room (Lock, Clock & Peril in SC). If you want to see this room style done correctly, please go there. This is not it.
Cosmic Crisis

Cosmic Crisis

The Escape Game - New Jersey

  • Escape room
  • IRL
Deep Space 2: Dark

Deep Space 2: Dark

Ukiyo

  • Escape room
  • IRL
Special Ops: Mysterious Market

Special Ops: Mysterious Market

The Escape Game - The Galleria

  • Escape room
  • IRL
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