I wanted to like this experience, truly. The idea of a steampunk meets Alice in Wonderland room seemed intriguing and the plot definitely drew me in. However what resulted was a mixed bag of emotions post-game. Many elements of the game were either not working or broken at time of play. It’s unclear whether the room overall was intended to have red herrings, however it definitely had us stuck at some parts. I would probably recommend this game once everything is in good working condition, but many things in this room were not working which affected the overall experience.
Unfortunately, at the time we had played there were a few of the elements of gameplay that were either not working or broken which interrupted the flow entirely. Many signs had directed us to push certain buttons or to follow certain directions to solve a puzzle, however that puzzle was either not working entirely or was intended to mislead you “down a rabbit hole,” per se but overall unclear.
Set design was gorgeous and unique, definitely fit into the steampunk theme. However, again many of the props were broken which were part of the gameplay.
Our GM was welcoming and a nice person, and he did attempt to make our experience as best as it could be. He was attentive, however the walkie-talkies were difficult to communicate with and at one point immersion was broken to address a broken puzzle. Also at the end we were unsure whether we had completed the room or not until the GM noticed we were in the hallway.
Particularly interesting or different
Yes
The theming was different and unique, combining two different elements; both steampunk and Alice in Wonderland. However I felt one theme dominated a little more than the other
The plot initially seemed intriguing, and I believe you were able to follow the plot throughout the course of the game. However some of the story elements were unable to be heard due to some of the other voice prompts in the room being louder than others.
Hard to really be able to articulate when we weren’t sure what was working and what wasn’t. I feel like the flow of the room makes the game difficult, not necessarily the complexity of the puzzles themselves.
Many elements of the game were high tech, very few of the puzzles had actual locks.
There is a decent amount of ground to cover. One puzzle in particular would be easier if you had an extra hand helping you. But still doable with a duo.
A few puzzles were either not working or were not reset. (which would have been good to know in the beginning) I felt as if I needed a walkthrough of the game afterward in order to understand what was working and what wasn’t. It seemed as if there were multiple red herrings, however maybe there weren’t and they were intended to be red herrings? The GM handled it well, but it did affect the overall experience.
Physically active
Somewhat
Some parts of the game require you to step over parts or stoop a little lower to enter through doors.
Accessibility
Not wheelchair accessible, there is one door that you have to step into.
Yes, however take note that the entrance to the location is not visible from the street, you have to go behind the building.
Parking is behind the building in a large lot with ample parking spaces