D
DinoKnight
11 escape rooms
I work in the escape room industry, so I tend to notice details that affect immersion and overall experience. With that in mind, I’d say this was an okay experience, but it didn’t fully hit the mark for me. The puzzles were decent but fairly easy to solve. The randomly generated “games” became more annoying than engaging at times and disrupted the flow rather than enhancing it. When I visited, there was a visible white line in one of the projections, which immediately pulled me out of the experience. Technical issues like that stand out, especially in a projection-heavy environment. The lighting also felt off. It wasn’t necessarily too bright or too dark, but it lacked atmosphere — the space could really benefit from lighting that helps bring the environment to life and supports immersion. Finally, some of the aesthetics felt unfinished and a bit cheap in places, which made parts of the experience feel less polished than expected. There’s definitely potential here, but tighter technical execution and more attention to atmosphere and finish would go a long way.
Gameplay
The puzzles were decent but fairly easy to solve. The randomly generated “games” became more annoying than engaging at times and disrupted the flow rather than enhancing it.
Atmosphere
Some of the aesthetics felt unfinished and a bit cheap in places, which made parts of the experience feel less polished than expected.
Customer service
Ideal number of players
6

