After our group was humbled the last time we attempted an escape room, we got together again recently to try another room. It was also a new company for us, EscapeWorks Denver, in the heart of downtown.
There were 9 of us, planning to split up into two groups. We got a call from the company an hour before, though, that one of the rooms had a broken element that would make it unplayable. Already being in the area, we decided to combine into a "super group" to take on a Casino Heist: after planning a caper with an absent "partner" who double-crossed us, we had one hour to enter the vault and then escape the trap before the "police" arrived.
This room was meant for a maximum of 8, but they did let us all go in because of the technical difficulties on their end. We did learn, though, that the escape room experience is awfully crowded when you play at the max (much less above it). It's just hard for everyone to find a way to contribute. Any puzzle you look to already has two or three people working it who seem to have it well in hand; leave them to find another puzzle and you'll just find the same thing.
Still, we did manage to avoid stepping on each other's toes too badly, and almost everyone had their moment to shine on one puzzle or another. I was particularly glad that I did, as I also had a "poisoning the well" moment on an earlier puzzle. I'd misinterpreted a particular written clue in a way that was leading me to a wrong answer, and had successfully infected the thinking of several others with my wrong assumptions. It definitely cost us some time and effort.
EscapeWorks has an interesting solution to the problem that plagued us last time we went to an escape room: being too proud to ask for a clue. We swore to ourselves going in that we weren't going to be like that this time, but it turns out that wasn't how clues worked at this place. There was a TV screen inside the room, and clues appeared at the observer's discretion. If they felt you'd been stuck on something too long, a clue would appear on the monitor after a while. Not everyone was a fan of this approach; there were a few cases where some people wished we'd been given more time to figure things out for ourselves before getting even a small nudge. (But no one could quite bring themselves to ignore the monitor altogether.) In any event, it did keep us moving forward.
We were successful in our escape, with just under 12 minutes remaining. As further apology for the problems with the second room, we were given some passes to return, but we almost certainly would have planned to go back anyway. The production values felt much higher than Colorado Escape. The puzzles were varied and clever. And they've got four other rooms available (when working, anyway) for you to take on.
We'll be back for more...
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