This was my second favorite game at any of the three 60 to Escape locations. The plot/set wasn't as good as my favorite (The Storm), but there was more puzzle-y things to do in this room that was satisfying in a very different way. While pirate games are a common escape room staple, I liked this game's humorous twist. The set was large and encouraged a feeling of exploration and discovery as we progressed.
From a game design perspective, I appreciate games that have variable difficulty - I think everyone should finish, but advanced teams also shouldn't run out of stuff to do. Pirate's Curse did this with less-clued bonus puzzles, which I wasn't expecting but went well for us.
There were some aspects I didn't love - for example, we wasted some time poking at an odd spot that turned out to be a fog machine vent (and the GM had to tell us not to stick things in it). It would have been better if the vent had been concealed better so we never got distracted by it. As another example, we accidentally stumbled across a cubby that was intended to open after an interaction that we hadn't yet triggered, and should probably have been maglock'd shut. We then got confused later when we solved the puzzle that should have done this and nothing happened. As another example, the sets could have been more convincing - a couple rooms were decent but not great.
Particularly interesting or different
Yes
I appreciated the bit of extra humor and bonus challenge puzzles.
5 enthusiasts completed all bonus puzzles with time to spare. 4 would have been closer, and maybe 3 would have still finished everything?
We accidentally found a compartment that should have required solving a puzzle to open but didn't, which later caused confusion when we solved that puzzle and nothing seemed to happen.
Physically active
Not at all
Accessibility
There is a dexterity puzzle involving throwing beanbags.