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You’re trapped in a nightmare! Reality becomes distant as you slip further into the unknown. Your only chance to wake up is by grounding yourself in memories and shining your light into the darkness! Will you escape before you descend into madness?
All ratings (78)
Mostly positive
Gameplay
Mostly negative
Atmosphere
Negative
Customer service
Positive
444 escape rooms
Taken: A woman had been kidnapped and we had to locate and free her. Confinement: Trapped in a creepy room in a dreamlike state we had to find a way out. Prison Break: Captured by terrorists and thrown into a dark, dank cell we had to find our way out of the torture chamber. The Gift: Our friend left a gift he bought for his girlfriend in his uncle's antique shop. We had to break in and recover the gift to help our friend out. Once Upon a Time: Trapped in a fairy tale we had to follow the clues to break the spell and find our happily ever after. Pros: When we walked into Red Door Escape Room, we were only scheduled for one game. Five games later we can definitely say we had the full Red Door experience. We are suckers for a good promotion and couldn’t resist their loyalty program. So we decided to prove our loyalty all in a single weekend in our personal quest to earn elite level and the coveted red key. The location is ideal and the waiting room looked inviting and fun. Each game begins with a rule video and a storyline video. Wit the exception of Once Upon a Time (which we loved) we found the storylines to be a bit too realistic and less fun (we felt the human trafficking storyline was not appropriate). But the general themes were typical of most rooms. The gamemasters were exceptionally enthusiastic in both the introduction and the celebration at the end of each of our games. We really enjoyed our time with each employee. The set designs were all aligned to theme. The Gift had some unique and fun set elements. Once Upon a Time had that storybook feel. They were generally well-built adding to the game play experience. Cons: We found the game flow difficult in all of the rooms. The puzzles were sometimes illogical or counterintuitive frequently leading to our requests for assistance from the gamemaster. In one game alone, we managed to escape with five puzzles left unsolved. This was a reflection of the limits to the game design. We had to request frequent hints in order to escape on time. We prefer games that are designed to flow flawlessly with no hints from gamemasters and guide posts to keep the game flowing.
47 escape rooms
While I really like Red Door Escape (I've been to multiple escape rooms in 3 Red Door locations), I'd say this one is not a favorite. Production values were good, but it was pretty forgettable to me. At least we escaped!
58 escape rooms
My main reason for disliking this game is that there was at least one jump scare in a room not really tagged as having jump scares. The game master thought it was funny when my whole team was spooked by the first one. I'm not sure how they didn't notice that I had a broken finger going into the room and that the first jump scare caused me to smack a wall and cause me more pain. The fact that happened and then we asked if there were more jump scares and the GM said no, then proceeded to laugh at our reaction to another jump scare later is not acceptable.
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