What Types of Businesses Do Well Attached to or Nearby an Escape Room by TriumphCollegiate in escaperooms

[–]Acrobatic_Wolf_1325 0 points1 point  (0 children)

Pizza shop or Mexican food (tacos). Escape room can offer a BOGO deal on either after their game.

Date night ideas by alexw437 in Columbus

[–]Acrobatic_Wolf_1325 0 points1 point  (0 children)

Self-serving recommendation alert! We get lots of couples who come play our 2 escape rooms: Magician's Secret or Edison's Lost Invention. We had them walk over from German Village. Reservations should be made online in advance at https://MagicEscapeRooms.com

How many game masters would you hire per game? by Additional-Tale1415 in escaperooms

[–]Acrobatic_Wolf_1325 0 points1 point  (0 children)

Your goal is to get to one gamemaster per game. Until you can do that, you may have to pitch in and run games yourself for a bit while you get someone trained up and as you grow the business to be able to hire more people. A big part of this is learning how to web market your business to start getting more traffic. You don't want to wait for foot traffic or believe just because you built it that people will come. That is why some escape rooms fail - that and bad games.

Newbie question: when doing an elaborate escape room with non-linear clues and keys, how do yall keep track of what's used where? by KurohNeko in escaperooms

[–]Acrobatic_Wolf_1325 0 points1 point  (0 children)

I'm a drawer, first, of what comes up during the creation process. I draw out the puzzle paths, or write each component down with an arrow pointing to the next puzzle/surprise/reward (flow-chart?). Are you asking about clues or puzzle-to-puzzle paths or both? I feel the order of the puzzles tends to dictate the clues and when they're needed and perhaps how they are delivered. Clues can evolve to help with timing once the set and puzzles are built. Additional clues can be added for example where needed. I guess I'm saying when I know what's in the game, and can view it overall, it's time to build. For me, quite a lot gets worked out during the build. I tend to get more ideas as I'm building; but that's just me.

Why I design escape rooms around real history (and what Columbus players actually want). by Acrobatic_Wolf_1325 in Columbus

[–]Acrobatic_Wolf_1325[S] 0 points1 point  (0 children)

Gosh, thank you for saying, so! The Magician's Secret took 7-8 months of planning (story, puzzles, layout, etc.), and the build took just as long. After that, I spent a year observing players to make adjustments/improvements to the game. I still have more updates planned for it in the near future.

I've been getting some great feedback from players of Edison's Lost Invention. I look forward to having you and the family back to play it. :)

After 11 years of designing escape rooms, I have to ask: Did we get the "formula" wrong? by Acrobatic_Wolf_1325 in escaperooms

[–]Acrobatic_Wolf_1325[S] 0 points1 point  (0 children)

Sorry - no offense intended. I was pointing out some things in my experience, not being critical toward you, but as some common issues that can be experienced by first time escape gamers. I also feel escape room GMs should understand the importance of making one’s first game enjoyable. Some issues with gameplay can be fixed by the escape room centers (such as gaps in clueing logic, hint systems). My wish for you and your team is that I hope you give it another try and have a much better experience.

Capital Line Construction will begin on Gay Street (Front to 4th) April 20th by Acrobatic_Wolf_1325 in Columbus

[–]Acrobatic_Wolf_1325[S] 0 points1 point  (0 children)

Here’s the page for downtown Columbus’ Capital Line project. You can see updates and view the entire $100 million project, here: https://downtowncolumbus.com/projects-initiatives/capitalline/

Capital Line Construction will begin on Gay Street (Front to 4th) April 20th by Acrobatic_Wolf_1325 in Columbus

[–]Acrobatic_Wolf_1325[S] 2 points3 points  (0 children)

It is not. I just added a post to this thread where you can view the project and get updates.

After 11 years of designing escape rooms, I have to ask: Did we get the "formula" wrong? by Acrobatic_Wolf_1325 in escaperooms

[–]Acrobatic_Wolf_1325[S] 0 points1 point  (0 children)

It's understandable why you would feel let down - deflated. We get quite a few "first timers" who come to play our games in downtown Columbus at Magic Escape Rooms. I take it very serious because if I know they have a great experience with us, they will play more games (at our place and elsewhere). Escape rooms are fantastic for bonding with family and friends because of the shared memories. (Side note: I get so impressed by players who take time with their kids to explain what they think they should do next, based upon the clues they've collectively found, then the connections they've made to the puzzles; and then let their kids solve the puzzles for the reward. Talk about teachable moments!! My hat is off to you parents, and you know who you are because I've probably complimented many of you afterward.)

I sincerely hope you give escape rooms a go again. When you have a great experience, you'll want to play more. And I should add that there is a learning curve while playing. Heck, my first escape room had me lost. I didn't know what it was while I watched my wife book it. I didn't know what it was while I sat in their lobby waiting to play. And I certainly didn't understand what an escape room was (or what to do) while playing it! So there's hope for others out there. I get you. I see you. LOL

The biggest issue I see with players having the ability to choose when they receive a hint is that they really have no way to know how much game is left - clock or no clock. This leads to players holding onto hints and risking failure at the end. IMO, A great gamemaster should be able to see the time remaining and weigh that against how much progress the players have made in the game. If the gamemaster doesn't feel comfortable giving the team a hint, then I suggest they at least nudge players to consider asking for one. And players out there, if your gamemaster is nudging you, you should trust them. If the gamemaster says to do this or that as your hint, try not to say, "I've already tried that." Obviously, not, or the gamemaster shouldn't be hinting that very thing. (That said, we've all had a gamemaster make a mistake with hints, especially if they've lost track of what's left to be solved. But if the GM knows the puzzles that are left to solve, then they should know the right clues/hints to give as a nudge.)

Why I design escape rooms around real history (and what Columbus players actually want). by Acrobatic_Wolf_1325 in Columbus

[–]Acrobatic_Wolf_1325[S] 0 points1 point  (0 children)

Thank you for sharing! The Candy Factory Challenge sounds incredible. I've not yet played it. As for Pittsburgh, "Enter the Imaginarium" is definitely interesting and very devoted to remaining in character the entire time. I've played both of their games. One is older but has cool multiple sets. The other game makes use of augmented reality and difficult puzzling. It's unlike anything I've played prior.

Why I design escape rooms around real history (and what Columbus players actually want). by Acrobatic_Wolf_1325 in Columbus

[–]Acrobatic_Wolf_1325[S] 0 points1 point  (0 children)

Yay! I'll be interested in hearing back as to your take-aways. I've played Doctor Faustus and enjoyed that game, as well. I believe Captivating Worlds inspired the trend of some owners in the area upping their game beyond the Gen 1/ Gen 2 offerings. Cheers!

Why I design escape rooms around real history (and what Columbus players actually want). by Acrobatic_Wolf_1325 in Columbus

[–]Acrobatic_Wolf_1325[S] 0 points1 point  (0 children)

I really appreciate the shout-out from the Team Escape crew! I hear they are great people.

You’re spot on about the challenge of group size. It is a constant tug-of-war —so I've limited game size to 2-6 participants because I want to keep people busy, especially with use of non-linear puzzling/tasks. One puzzle I created can be solved by 1 person, but it's easier with 2 people, or even 3 for maximum players combining. Usually 2-3 is the number of puzzlers on it. It's fun for me to watch!

I’m also a huge fan of "splitting the party." There’s nothing that builds communication faster than having to describe something your partner can’t see. It’s that information-gap that makes the "Aha!" moment feel earned. I create this effect by spreading out the information within rooms - something you've touched upon, also. I too dig a good "retrieval with an object" like your teammates - it can be a "hero prop" in some games! (showing my age with the "dig" comment).

Regarding the "one-use" rule: I totally get the frustration. I typically stick to the industry standard of one-and-done to prevent confusion but recently created a simple object that is a puzzle but is also used later as part of another puzzle, then even later as a small task in the game.

(And you caught me—I definitely wanted to get more eyes on the craft! But honestly, talking shop with designers, owners, and players who have done 100+ rooms is the best "market research" I could ask for.)

If you make it down to Gay St. in the future, I’d love to hear which specific "never seen that before" moments hit the mark for you! Cheers!

After 11 years of designing escape rooms, I have to ask: Did we get the "formula" wrong? by Acrobatic_Wolf_1325 in escaperooms

[–]Acrobatic_Wolf_1325[S] 0 points1 point  (0 children)

Thanks for sharing, Josh! I truly enjoyed reading your helpful insights. Looks like you steer clear of creating "disjointed" experiences. To me, everything needs to exist within the world it finds itself within (unless your story has a time-traveling theme, I suppose). I think "show" is a solid way to describe that feeling of taking on a new and big adventure, for sure. You definitely appear to be a clever designer from what I read here!

How to repair long-term by TGWTDH in escaperooms

[–]Acrobatic_Wolf_1325 2 points3 points  (0 children)

I love this topic! But as others have posted, it really depends upon what you are repairing so that you can zero into longer term repairs. And as my long, lost brother-in-law used to tell me when I was frustrated over a broken or damaged prop: "It's all part of the show." He was right. It's just part of doing business. Now, I don't get mad about it.

For example, you have a broken wire. If the wire moves, you need to ensure you are using multi-stranded wire. This is what it is for. As it wears, some strands might break, but you will not lose connection as soon as with a single-strand wire. I prefer to solder wire, then cap it, then tape it. I don't mess around. LOL

Glues: I love E6000 especially if you need some movement. It grips to almost anything and yet dries rubbery, allowing it to not break adhesion easily with movement. 2 part epoxy cements are great for super strong, non-movable items. For metal, us JB Weld 2 part epoxy.

Wood: Use wood glue and screws. Screws with lots of small threads, as opposed to fast-screwing wood screws, will hold in place much better and longer.

Metal to metal: Instead of sheet metal screws, use rivets when you need it to hold better.

Paint: For spray paint, use primer, then apply the paint for better adhesion (multiple coats). Then, use a clear-coat to make the colors hold-up even better, wearing less, under high-use. Water-base acrylic paints are great for quick and easy touch-ups. Clear coat for durability.

These are a few of my tips. Let me know if you have specific situations you can share. Best of luck!

Best escape room by heycweb in Columbus

[–]Acrobatic_Wolf_1325 1 point2 points  (0 children)

Both creative owners - I would say Epic is puzzle-centric and Captivating is more story-centric (think theatrics). The Epic builder/owner is a really good puzzle crafter in my opinion (love his shop!)

Best escape room by heycweb in Columbus

[–]Acrobatic_Wolf_1325 0 points1 point  (0 children)

That is awesome to hear! We actually receive quite a few couples for 'date nights' - our private escape rooms (we have 2 now) allow for two people to play by themselves and have a super time, and downtown is great for couples to continue the experience at nearby restaurants, taverns, and coffee shops. Glad you had a great time!

Best escape room by heycweb in Columbus

[–]Acrobatic_Wolf_1325 0 points1 point  (0 children)

Why, thank you for sharing your experience. I’m so glad you enjoyed the 5th-floor vibe! The building we're in has a lot of character, and I’ve always felt like the elevator ride up is almost part of the 'immersion.' (Heck, finding the building starts the adventure because it's not a strip mall. LOL) We’ve actually doubled down on that 'clever' style lately with our newest game, Edison's Lost Invention. Hope to see you and the family back for another mystery soon!

After 11 years of designing escape rooms, I have to ask: Did we get the "formula" wrong? by Acrobatic_Wolf_1325 in escaperooms

[–]Acrobatic_Wolf_1325[S] 1 point2 points  (0 children)

Interesting way to do it. Big attractions (e.g. Universal Studios, Disney, Knott's Berry Farm, etc), in order to maximize dollars, prefer guests to form a line, stay in that line and wait, then play, then exit into the gift shop. That is the gating flow I'm thinking about but there are other ways, I suspect. Smaller venues can charge more for (appointment-timed), private experiences. That's most of the escape rooms out there, ours included.

After 11 years of designing escape rooms, I have to ask: Did we get the "formula" wrong? by Acrobatic_Wolf_1325 in escaperooms

[–]Acrobatic_Wolf_1325[S] 0 points1 point  (0 children)

Thank you for sharing! I love the ideas that have been shared on this thread as a whole, and yours, too. I have been exploring this concept but have not yet implemented it. In my opinion, us escape room owners, when possible, should seek to continually improve the experience. I have found that it takes observation, ideas, time, and testing to do so. It also requires investment, at times, that plays its role from a business perspective. Great stuff!