
kderr
57 escape rooms
Corporate Rules 1. Maybe/maybe not give the key 🔑 to the next puzzle 2. Buy the smallest locks with the smallest numbers and make the room very dark. 3. Secretly/quietly open doors when triggered 4. Make sure the clues you give have nothing to do with whats true. (ie. “heads up something will happen above you” then have something completely unrelated quietly open at waist level in the other room…..This one is especially important to corporate and we whole heartedly believe that people will love the misdirection and feel very fulfilled when they finally figure out that the clue had absolutely 0% to do with the answer.) 5. When time GM watches a group, make sure a separate person greets the group afterwords and has no clue of what those people’s experience was like in the room. (We as a corporation have found this to be especially helpful when people try to give negative feedback or some suggestions on how to improve gameplay. Since the new person has no idea the group had such a terrible experience they are unable to help in anyway) 6. LOTS OF COLOR PUZZLES 7. Make a clue system that when the group pushes the button they are not sure if they are going to receive a clue or not. Then make sure to give a half hearted clue that the group has likely already solved. If they insist on a good clue that helps or makes sense just straight up give them the answer. (We have found that this especially frustrates the group. This is one of our core goals as a corporation) 8. Spend all our money on the exterior of the building and on the expensive lease of a great location, then spend absolutely zero time, money or effort to make sure the actual game play is solid. 9. Open locations around the US as fast as possible. Make no changes to gameplay or consider any of the negative reviews that could possibly help us make a better experience for the guests. 10. We are executing our plan flawlessly, keep up the good work team.
Gameplay
Terrible



