![]() Twelve is a crowd for an escape room, so there were moments where I noticed some of us were unsure what to do or how to help. However, there were also moments where real teamwork and communication was needed, like when we had to link arms across the room to turn a light on, when we had to physically close someone in a box to open a secret passageway, or when we had to shout through the walls to pass information that the other side needed to use the decoder. Designing for puzzles that absolutely required more than one person was one of Great Houdini‘s strengths. Great Houdini is a high budget escape room set in the Palace of Fine Arts, so it was no surprise that the room is artistically and thematically decorated. What impressed me most, however, was the level of set design thought that went into it. There were specific lighting choices that highlighted important parts of the room, and helpful diagrams that showed us the order in which to solve the puzzles.Īdditionally, there were helpful hints on room elements, like photographs to show which corner of the room was intended for which character, around which that character’s puzzle was located. My favourite was a poster for a Houdini act of placing a person in a box, that was on a cupboard in the corner, and in the room, physically closing someone in that cupboard led to mechanical opening of a secret passageway. This rare glimpse of the inside of “The Great Houdini Escape Room” at Palace Games showcases the attention to detail in set design, theming, and player feedback for a team’s progress through the puzzles. Consistent indications of progressįeedback on progress through the long experience was important, to know that we were on track and moving forward. In Great Houdini, there were very clear indications of our progress. There was a clear goal for each stage of the puzzle written down on a piece of paper.
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