
coolcodename
174 escape rooms
Decor was cool, as shown in my intentionally vague photo. We did not have a great time, though: The room began with a (simulated) elevator descent down a mine shaft. There was a puzzle involving a dozen-ish symbols that correspond to numbers, which must be then be added or subtracted. You had to remember the symbols and do the math in your head, because there was nothing to write with. Obviously some short-term recall is required for just about any escape room, but this task was just frustrating. To make things worse, the lights flickered on and off so sometimes you couldn't read anything at all. It didn’t feel like we were being challenged: it felt like we were being fucked with. This attitude towards design also applied to the physical design of the space, especially an unfortunate combination of low doorway and slippery “funhouse” floor panels. These did little to enhance the immersion, but made a great safety hazard. I whacked my head really hard on the door as I was moving from one end of the room to the other, solving another puzzle that required me to memorize half an alphabet’s worth of encrypted letters, again with no way to write them down. The final straw: I like when an escape room trains its players to engage with the room in a certain way, and this was well-demonstrated in The Descent. The goal of this room was to find 10 “objects,” and each of them was earned by solving a puzzle…except for one. We found 9 of the things and were briefly stumped on where to find the puzzle for the 10th one. After a few minutes, the GM just sent the location to us as an unsolicited hint. There was no puzzle in the first place, it was just hidden somewhere in the darkness. We had plenty of time on the clock, I just think that either A) the location of the 10th object is such a curveball that most teams get stuck on it, and/or B) he was anxious to clock out for his shift, which he promptly did after we finished the room. Our team also played VHS, which shared a similar design DNA and had its own unique set of inconveniences. These distractions and annoyances didn’t add to the experience…they subtracted from it. They didn’t lead to a satisfying solve. We only played these two games at Ready Set Go, but with so many other strong escape room companies in the Toronto area, I think there are better options to explore.













