von Clockwork Dog (webseite)
2-5 Spieler
60 minuten
Gesamtwertung
basierend auf Bewertungen von 47 Benutzern
kombiniert mit Bewertungen von 11 Benutzern
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Still my favourite room to this day - my first and possibly only 'gasp out loud' moment in a room that I have ever done. Also one of the few times I have felt under any kind of time pressure.
Cannot recommend enough, make sure to keep communicating with your team throughout 🙂
Fun game with a funky concept! Our GM Adele was fantastic!
I had heard a lot of great things about this game but came away very underwhelmed. Whilst its a very novel idea I really did'nt think that much of it. There were not that many puzzles at all and even playing with 3 novices we still did a 45min escape so I think with regular players it would be done very fast. Really felt a bit budget, especially the middle section which could easily be spiced up with some smoke/light effects, etc. The hand held screen had faulty LED readouts meaning its hard to read and it just generally felt very average.
A very unique room which both confuses and stuns you when you work out what was going on. Just the right amount of puzzles for a two player team, some which are great, most are unique and some frustrating. Really original idea and well executed with fantastic hosting
A very clever theme. One or two of the puzzles frustrated me a little but also some puzzles I really enjoyed.
This room was recommended to us to play, but in my honest opinion, it did not live up to what it was hyped up to be.
The concept is quite clever and something I've not seen before in any other escape game, but I was expecting a bit more from the execution. To say that it we'd be "transported to impossible places and experience one of the craziest twists in escape room history" is quite an overstatement. It felt a bit underwhelming, especially halfway into the game.
Some of the puzzles were fairly difficult. We needed a few clues to get us through. In particular, there was one puzzle we were stuck on one for what felt like an eternity, but managed to crack it after staring at it for a long time, and resisted the clue.
#15
I know this is not really a popular opinion but we just didn't find this game special at all. I get that the Loops gimmick is clever but I think we'd hyped it up too much and was expecting something far more jaw dropping. The puzzles, despite being extremely difficult felt very dated and dull. The only positive really was the best gm intro we've ever experienced, almost worth it just for that!
The concept is completely original and a breath of fresh air...The twist is brilliant and creates an internal suspense! It's hard to talk openly about this room without giving away the storyline. Puzzles do let it down slightly so a refresh on these would propel this into the greatest tier and I'd happily play again if updated. A must for all escapists and easily the best room the Panic Room offer (at time of writing).
Brilliant twist in this room unlike one I've ever seen. Had Alex as our games master which was awesome, he was incredibly passionate being the owner and all... Great room, small though so wouldn't recommend for larger teams!
One word. Fantastic.
Another really good room from Panic Room. Really good concept and immersive. However, this is the 3rd room we have done here where the tech has failed and the GM has had to come into the room. These things happen but does detract from the overall experience.
This room I found it hard and frustrating as some of the puzzle I saw in there I never seen before! The story and theming was amazing
We ended up playing this after doing dinoland and coming out buzzing to do another room and this was all that was available. We had no idea what the premise of the room was but the guys at The Panic Room were really helpful.
The idea behind this room is really interesting and adds to the pressure as you progress (I wont spoil the mechanic) takes a few seconds to get your head what is going as you play the room. When we finished the room the GM went through everything and explained how it all worked. The play areas are small I think it would be a challenge for more than 4 players but they quickly open up and there is plenty to do. The puzzles are all interesting and varied with a heavy reliance on technology and we struggled with a number of them. The method of communicating with the GM is very different to and added to the futuristic feel of the room.
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I really enjoy escape rooms. Nonetheless, as I've played more and more of them, I get ever more picky. I see beginner teams come bundling out of a room flushed with excitement and happiness, where I emerge thinking, 'hmm, that was really very good - perhaps three and a half out of five'. Flaws in rooms become harder to ignore, and a game has to be something pretty special to recapture the thrill of my first few rooms.
All of which is important context when I say: Loop was amazing, and I came ou...
This room is genius. The gameplay starts off very typically, as you solve puzzles and progress through switching on the three lights required to start the ‘portal’. We settled into our puzzling, enjoying the range of both physical and technical puzzles on offer, and making steady progress through the room. Then, SOMETHING HAPPENED. We can’t say what, but what a twist! We spent the second half of the room feeling a huge time pressure, and infinitely more immersed than we spent the first half. The gameplay that has been set up by the Panic Rooms feels so simple, but it is so, so effective. On reflection, it’s interesting to think about how we performed and communicated differently in the first half of the room compared to the second – you could do some fun science experiments playing on this concept!
We didn’t really know what we were going to experience here. Basically, the first rule of Loop is that you can’t talk about Loop (this may be a short review).
Siehe auch
- The Panic Room Gravesend: Loop (Gravesend) (geschlossen)