
marmotry
163 escape rooms
This was a lovely room with some great tech elements. Only one tech element wasn't working and the GM pointed it out to us early. Great set decoration and sound, but darkness/dimness is an accessibility issue, not a puzzle. A little more onboarding to the narrative and a tonally-appropriate 'start here' would have helped a lot. We flailed a bit to find the first puzzle to solve before getting a hint. The room did feel mostly linear, but with clues to currently-unsolvable puzzles visible throughout. At one point I asked if there was anything that two of the players could be doing while the other two solved a puzzle. There wasn't. It felt like there were at least a few occasions where 2 of us stood around watching the other two solve a puzzle. We had played the London room earlier in the day and it felt like that room had better flow and opportunities for group play.
Gameplay
Flow felt mostly linear.
Atmosphere
Set design was good, but too dim in places for players with corrective lenses.
Customer service
GM was amazing. Super helpful.
Particularly interesting or different
I liked one mechanic that came into effect a few times. I hadn't seen it before, but it wasn't exactly clear how we were to know to trigger it a few times. The GM did point out that one part of the game was not a 'one and done' thing, but we thought that related to a physical artifact, not an action.
Difficulty
Hard
The signposting could have been better - so, it's hard to know if the puzzles were actually all that hard, or if some of the in-game 'how to solve' clues were obscure, or lost in the visual noise of the set.
Game tech
High tech
Ideal number of players
2
Scary
Not scary
Minimum age
12
Live actors
No
Physically active
Not at all
One stooping/crawling moment.
Accessibility
Not great for low vision players. Progressive lenses make viewing at certain angles in low light very difficult.
Easy to find location
Yes
Parking
Easy






