K
KaitiesKrew
95 escape rooms
Our least favorite puzzle between both Hourglass Escape Rooms (Russellville/Searcy). This room is "well used", did not flow well, and not everything worked.
Gameplay
More frustrating than fun. There are not a lot of pieces to manipulate and we found ourselves a lot of the time trying to figure out what to do next. One puzzle didn't work the way it was designed which threw us off for a while. With the gamemaster not directly engaged in the game we spun our wheels for a while trying to make the puzzle work.
Atmosphere
The set design was immersive, but very well worn. It either needs a refresh or to be replaced. The puzzles mostly felt like they were on their last legs. Hourglass rooms are all built on the simple side, but this one didn't meet their normal standard.
Customer service
Our gamemaster was friendly and enthusiastic. The hint system is independent of the gamemaster, and we required support during the game due to a puzzle that didn't work, but had to figure it out independent of the gamemaster.
Particularly interesting or different
No
Similar to other alien-themed puzzles.
Story
Immersive and the puzzles supported the story.
Difficulty
Medium
This game was more of a challenge because it didn't flow well. One puzzle didn't work and without gamemaster monitoring and support it took us a while to get past that point. There were multiple times that we were confused about where to go next.
Game tech
Mechanical
Very mechanical.
Ideal number of players
4
We played with four which seemed like a good number for the room size and puzzle difficulty. It could be done with one less but the space didn't seem to support more than about six without players playing on top of each other.
Scary
Not scary
Minimum age
10
The puzzles were a little more challenging and the flow was a challenge to figure out.
Was anything broken?
Yes
One puzzle was so worn that it didn't operate the way it was intended which slowed us down. One other piece of equipment was finicky and had to be manipulated just right to make it work properly. Because the gamemaster doesn't interact with the players directly this slowed us down. Their hint system is based on pre-loaded hints on an iPad that cost "points" subtracted from 100 based on how helpful players want the hint to be. The gamemaster isn't watching to see where the players are going wrong specifically, and providing context hints based on where the players are stuck. When the equipment didn't work properly the hints didn't account for the shortfall.
Live actors
No
Physically active
Not at all
Accessibility
Highly accessible.
Easy to find location
Yes
Parking
Easy
Dedicated parking.



