An impressive looking game that showed Clue HQ are more than just a bunch of padlocks in a room. A few too many rough edges left me feeling disappointed but excited for what they might produce in the future.
A room with reasonable theming that went down the route of quantity rather than quality for its puzzles. If you’re looking for (individually) hard challenges then look elsewhere but if you’re looking for a mad dash race through a bunch of puzzles then this is the game for you.
An enjoyable game that I’d recommend but is starting to show its age. Probably the best balanced prison break game I’ve seen in terms of challenging you to reunite the team without just being frustrating.
A game that, overall, I enjoyed but I can easily see why others might not. One big skill challenge in the middle is likely to be a love or loathe and the linearity and relative shortage of puzzles means big teams could easily feel bored at times.
A very solid escape room with a good number of decent puzzles but nothing that really stood out. A few rough edges along the way leaves it in that range of games where I’ll still recommend people play but won’t do so enthusiastically.
A great game with bold imagery and good use of lighting throughout. Aside from an annoying directional puzzle and fiddly technology, the puzzles were logical and fun. A joy for enthusiasts and experienced players alike.
A beautiful room packed full of fun physical puzzles with the wonderful goal of retrieving the sword from the stone.
A game unusually heavy on skill elements but without being impenetrable. Tech resetting problems significantly affected our game so the star rating probably doesn’t reflect how much you’d enjoy it. Would recommend for something different and particularly for families.
Outside the room What do you get if you lock three escape room bloggers in a room? I fancied finding out, so I reached out to the two other people who write UK escape game review sites, ReallyFun.UK (née QMSM) and Escape Game Addicts, and asked whether they fancied playing a game together. I really didn’t expect to
Outside the room Having really enjoyed Code to Exit‘s game last Summer, I’d been looking forward to coming back to play their new game “The Test”. In particular, I was curious about their no-locks claim. In the past, I’ve thought about designing rooms that don’t require any keys or combinations (frankly, I’ve fantasised about it while