An action-packed fun-filled sprint of a game, stuffed to the gunnels with fun original puzzles. If you ignore the somewhat drab setting of the police offices and concentrate on the relentless flow of the game you’ll have a great time inside the room.
An well rounded experience from the moment you enter the shop to the moment you walk out the door. A tough start for novices but good plenty of good puzzles. Let down a bit by a couple of awkward moments in the game.
A delightfully quirky experience that takes the Prison Break theme and turns it on its head. Aside from one or two weak puzzles there were strong solutions throughout with an emphasis on originality. I suspect experienced players are likely to particularly enjoy this unusual game.
A fairly uninteresting room ruined by an early puzzle that required obscure, outside-the-room knowledge.
A game that would have been the worst one I’d ever played had I not just come from playing their first room. It’s an incredibly sparse space with almost no puzzle content, no flow and very little of interest which I left feeling frustrated and disappointed.
This was a truly terrible game from start to finish in almost every way imaginable. From the moment we arrived to find ourselves being asked to wait in a kitchen through the totally bare room, the tedious, tenuous, terrible puzzles, the unhelpful host, the battered props and right through to the disappointing finale.
A fun game pitched at a good level of difficulty with plenty of puzzles but ultimately a temperamental puzzle, a set that was a bit drab and the unnecessary information overload at the beginning left me feeling that the game could have been so much better.
A good second outing from the Panic Room that demonstrated their improved craft in creating rooms. What they’d lost in sheer size and volume of puzzles, they’d made up for in creativity and theme. I’m excited to see what their future games will be like.