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maxwellkristin
Reviews
Morty score
423
Escape rooms
423
513
Wishlisted
116
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maxwellkristin
Jacob Patterson
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Experiences (423)
Wishlist (513)
Reviews (116)
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All (116)
Escape rooms (116)
Date experienced
John Hayden's Room
13th Hour Escape Room
Escape room
IRL
Good set. Logical puzzles. Two issues - 1 the clue-giving was not functional. We got clued several times when we hadn’t asked for one and always for a puzzle we’d already solved. 2 - there are many four digit locks with no indication of which goes with which puzzle, so you have to try every code you get in multiple locks until you find where it fits. We wound up using a “real” clue because we hadn’t tried one of the codes we figured out on all locks. And the GM had to come into the room to deliver that clue. So both issues collided. I’d still recommend playing this room. It was good. But with a little rework could be much better.
The Game Museum
Clue Carré
Escape room
IRL
A friendly theme. A nice brightly lit room (it even had windows) Clearly clued and slightly unusual puzzles. This was not the most immersive room. The story is a bit thin. But it was still fun. Would be a good room for experienced players to play together with a newbies as an introduction to the concept.
The Voodoo Cemetery
Clue Carré
Escape room
IRL
Really enjoyed this room. The graveyard set looks great. The set and story (and even some puzzles) have great local flair. The puzzles all made sense. Just good, solid design. It’s a small and relatively easy room, so take a small team.
Alien Encounter
Clue Carré
Escape room
IRL
Nice sets. Decent theming. The puzzles all made sense, but were repetitive. For several puzzles you had to do the thing (which was usually some form of cross referencing info from two or more different locations) about 4 to 8 times. Doing so just once means that you must have solved the puzzle, and the rest kinda felt like busy work put in to use up time. The game is inside a trampoline park - and it kinda fits, the team the game seems most designed for is excited pre-teens and early teens who can calm down enough to solve puzzles but still burn off energy running frantically between the room to deliver each newly needed bit of info. It warrants a “like” vote, but there are lots more way better rooms in the area to do first.
The Bookie
Clue Carré
Escape room
IRL
A fairly standard casino heist room. Everything worked. Everything was fairly clued. Nothing stood out as spectacular though. It’s worth going to, but there’s lots of better rooms around to do first.
The Sheriff'S Office
Clue Carré
Escape room
IRL
Fairly typical western themed room. Nothing special, but nothing bad either.
The Carnival Heist
Clue Carré
Escape room
IRL
This was a split start game with a strange twist on the idea. The communication between teams at the start was one-way. I could tell my partner things but she couldn’t respond in any way. So I wound up telling her everything I saw or was doing, since who knows what could have been relevant to her. This caused some agitation until we got out of the start rooms. Once one of us got out of the start room we were allowed to let the other team out of there in a way that was very anti-climactic. I appreciate the unusualness of what they were trying but feel like I would have removed this feature in playtesting. Once in the main room be careful of falling objects. Both of us got whacked. The main room was more or less a standard heist room, though there was a nice cinematic twist at the end with the final puzzle. It’s worth giving this game a try for the novelty of the start, if novelty is enough of a draw for you. Take a small team. No more that 4. The start rooms are tiny.
Hide + Seek
The Escape Warehouse
Escape room
IRL
Set in the same universe as Mystery Gates, but a MUCH better game IMO. So immersive and creepy! Beautiful set, great story. Puzzles all made sense and most were fun to solve. And a couple of nice surprises. Definitely recommend.
Inventor's Attic
Escape My Room
Escape room
IRL
The immersive experience begins in the lobby before your game even starts. Your hosts are all in character (and played well). The room itself is filled with “inventions” which are used in the puzzles. (Feels a little like a science museum) as a result of using puzzles based on these real phenomenon, some of them are very finicky, but we we able to get them to do what was needed after enough fidgeting. It’s a small room, which we played with four players. I suspect it would have been better with just two players.
Unidentified [prev. Mystery Gates Theme Park]
The Escape Warehouse
Escape room
IRL
There is a lot to love in this game. But also a lot to dislike. The opening few minutes were fantastic. So immersive! After that, the game got very frustrating. There were two major tech fails (one of which was resolved only after we had been doing the right thing for more than 10 minutes, then the GM had to come into the room to fix the glitch - the other triggered a secret door sooner than it should have been possible. Again it was resolved by the GM coming into the room to reset what we had accidentally triggered) Past that, most of the puzzles involved searching for things printed in tiny text in a too-dark room. Way too much “search” and not enough “solve”. By the end we were so frustrated that we didn’t bother to finish the final puzzle (more text searching) we just wanted to get out of the room.
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