Definition of enthusiast a : one who is ardently attached to a cause, object, or pursuit b : one who tends to become ardently absorbed in an interest How many escape rooms must one have played to be an “enthusiast”? That’s a chicken or the egg situation and we’ll never agree on that. Let’s call it an experienced player… oh great, now we have to define experienced with a number. Let's get away from putting a number on it and see if it even matters. If you are already an owner, you have most likely seen a group come in as newbies, fight to get through a room, come back and play another room and be significantly better. You have seen this happen right? We’ve seen it quite a bit and it’s one of my favorite things to watch, it’s like teaching your baby bird to fly. You kick em out of the nest and… Not too long ago I happened to get locked in a room with 11 other owners from all over the country. It took about 10 minutes to figure out that apparently only four of us knew how to play an escape room. Now I’m not talking about some super secret advanced level of escape room playing. I’m talking about making very basic connections, A goes with B, this is what you do to figure the code for that etc. It really blew my mind. It was like we were playing a zombie room and we were outnumbered by zombies. Now maybe one or two of them just hung back because they don’t have that jump into a group of strangers and get to work trait. Maybe it was because they are newer owners and this room had mind blowing scenic. I mean I was distracted for the first five minutes of the game just checking out the set design, a 12 out of 10 for sure. If that was the deal, at best, or worst depending on you perspective, at least half the owners had no clue what to do. Did I mention this kind of thing shocks me? Having many discussions with other owners and “enthusiasts” one thing that I continually find shocking is the owner of Escape Room ABC isn’t an enthusiast. Even more shocking to me, is that number of owners who aren't "enthusiasts" seems to be around half? A few of the things I’ve encountered recently include: The owner of Escape XYZ, when asked by guests about escape room experiences at other places, tells customers, “I don’t play escape rooms cause I prefer to run them.” Are you serious? I don’t even know what to say to that. What’s the point of even sharing that information with your guests? Why are you in this business? Aside from those questions, running a room can be quite fun but after you’ve done it a few hundred times it can become a bit monotonous. There’s the occasional group who is super high energy and does a few things that crack you up but come on! A good escape room is ten times more fun to play than it is to run. Standing in the lobby of Escape 123 chatting with the owners, we end up on the subject of how many games they’ve played… wait for it… eight! Yes, those owners have played eight escape rooms in their life, the best part, three of them were the games at their escape room! So really they’ve played five, you can’t play your own game! I have quite a few stories just like these and if I had to guess, based on my discussions, I would put the average number of games played by escape room owners at less than ten! Who cares? I do and I think you should to. Here’s why. Over the past year or so I’ve come to the realization that there are two types of owners. “Enthusiasts” and “Others”. If you’re in this game and it’s not because you love this game, why are you here having people play this game? The almighty dollar that’s why. Now who doesn’t like President Jackson, I know I do and believe me I thought I would have met more of his twins than I have but that’s not the reason we opened Escape FLA in Largo. We love escape rooms, we design and build our rooms, in the limited free time we have, we go play escape rooms. If we were only in it for the money, we would have done left already. As we don’t fall into the “Others” group I can only assume their major motivation is money and as I said, nothing wrong with money. Here’s what I’ve observed of the “Others”. They have no idea what’s going on in our business so they buy game designs. Is this all bad, no it’s not. Are a lot of them bad, oh yes they are. Now if you’re a huge escape room fan maybe you buy a design to get a baseline and you learn from there. The next room you design yourself, and make it better, no problem. Maybe you’re opening with X number of rooms and you just don’t have the time or the ideas to get that final room designed in time, fine. It’s not you I’m thinking of. Are there good room designs out there to be bought, of course. Is the market flooded with designs that are total garbage, oh yes it is. Are many of them the same as they were five years ago before ER’s began evolving, you betcha. Some of those were really good five years ago, some were terrible back then, only a handful would still be considered good today. To those of you who thought, Oh I’m gonna open an escape room and they will have to back the armored car up to my door to deliver all my money. What website can I go to and blindly buy room designs? That truck won’t be coming any time soon, for the majority of the “Others” at least. Having a great escape room requires a real passion and not a passion for money, a passion for escape rooms. If you don’t have that, you don’t have any business being in this business. You’ll be added to the long list of ER’s that sold/closed as soon as their lease was up. How does that affect me you ask. You might even be thinking this is great for me, I have passion and our rooms are awesome. If their rooms suck, I will get all the customers. Think about this, if you haven’t already, it kills your/our customer base. It devalues your/our product. It hurts you/us in the long term. If the owner doesn’t have their finger on the pulse of this industry, they are going to be left behind and the rest of us will get screwed in the process. The only way to really know what is going on in ER World is to be out in ER World. That doesn’t mean reading every post on the Start Up Group or the Tech Group or the Owners Group. You have to be out there to see what’s out there. To see how trends are changing. To see the evolution that’s rapidly occurring. So what is it that occurs at the “Others” businesses, well not much, and that’s the problem. They hit the thrift store, use whatever is available to “build” the designs they have purchased and wait for the money truck. The truck does come but it’s off load is much smaller than they anticipated so now costs have to be cut. They jump on Groupon cause the rep said they’d make a bunch of money and get loyal customers… bahahahah! They can’t afford enough staff to have one game master per room so they have one minimum wage teenager run front of house and GM multiple rooms at once! They now don’t care any longer so they don’t have the resources and/or desire to keep their rooms operating correctly or do general upkeep. All the while, a whole crop of virgin escape room players have been subjected to terrible customer service, a junk game design, things that don’t work and puzzles that don’t make any sense. Thanks a lot “Others”, a decent percentage of the people who’ve walked through your door will most likely never play again. Our escape rooms in Largo at Escape FLA, they were designed and built by us. It may seem like I’m beating up on those who buy game designs and that’s not totally true. As I said, if you do your homework, there are a few good ones to be found. I would hope that if you do buy a design or two, you make them your own. Then you use the experience gained to design your next room from scratch. However the common thread here is the “Others” and their extremely limited knowledge of our industry all seem to buy their games because, well, they seem to have no choice. I would argue they do have a choice. Choose to open a business in something you actually have a passion for, whatever that is. One last thing to you “Others” out there. If you buy your rooms, fine. But be honest about the fact that you buy your rooms. Don’t change the names just a little bit so customers wouldn’t know you had the same room as a place 100 miles away. There is a new escape in our area and on their website it’s very obvious to those who know escape rooms that they have purchased the rooms designs. That design companies logo is right on the teaser poster for each room so kudos to them for being honest. That's the way it should be. And the greatest of all sins, in this realm at least. Don’t explicitly lie to other owners when they ask you if you design and build your own rooms and if you’re going to lie, you best make very certain that the company who sold you the design and came and did the build out for you doesn’t use photos taken at your location on their design website... If you're about to get into this business, please take this into account. It's no longer a "quick buck" business. If that's what you're doing it for, do something else... Ryan and Jen, Owners Escape FLA Escape Rooms Largo, Florida
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There are a few easy to identify trends going on right now in the escape room world. Some are good, (larger room sizes) some are bad (all our rooms have a 3% escape rate) and some can be both, depending on execution. We’ll touch on the first two in another post but for now let's focus on “continuing storylines” or as fancy people on the internet call it, story arc. While not the most prevalent trend in the industry, it is something we run into from time to time while looking for a game. “A TRULY UNIQUE escape room adventure. All our rooms follow the journey of Jane Doe and her quest to uncover the inventor of Tiddley Winks” says Escape Room ABC’s (not a real ER, I hope) website. Pretty cool concept, or it could be. Honestly, it’s a great way of differentiating yourself from the competition albeit something that, for the most part, only enthusiasts are going to care about. I mean it would be if you actually were telling a story… Of the places we’ve played that employ this concept, very few of them actually employ this concept. As escape room owners in Largo, when looking for a game either locally or when we travel, we will reach out to the ER we plan on playing, tell them a bit about our group dynamic and ask for a suggestion as to which room they think would be the most fun for us. Usually the owner/manager will respond and give us a recommendation and we usually go with that. At a “continuing storyline” ER they usually add that they do, in fact, have a story that progresses throughout all of their rooms however it doesn’t matter if we play them in order or not! Whoa, hang on a sec, what do you mean it doesn’t matter? If it doesn’t matter, then what’s the point? We have, on a rare occasion, had the ER, frimly recommend that we play the rooms in a particular order, which we did, and those rare occasions were the only times we left with any idea as to what the overarching story was actually about. Now this is not to say that there aren’t many other ER’s who do a good job at this but… it’s seems many use this idea more like a used car sales tactic than anything else. Case and Point. Not too long ago we travelled and meet up with some good friends of our who live far away. As we always do when we travel, we wanted to do an escape room. Our friends, they were virgins (to ER’s, I assume to not much else) and we took that into account when selecting our room. We reached out to the ER and got the standard all our rooms follow a larger story but it doesn’t matter which order you play them in. Now in hindsight, that should have raised a tiny red flag but it didn’t and the fact that this particular ER came highly recommended, we pulled the trigger and booked the room they recommended which was, towards the end of their “continuing story”. As being one of those rare people who actually have an interest in what the escape room we are about to play is about, I actually read the room info on the website. In this particular case, that amounted to four very short sentences which, didn’t tell us much. Our friends even asked us what the room was about and we had to tell them we weren't sure. We arrive at the escape room, in the lobby is a poster for the room, same pic as the website, same four sentences. The host/GM takes us into our room after the rules briefing and it looks like it’s going to be pretty awesome at this point. She pulls a remote control out of her pocket and says: “I’m gonna start your timer now… go!” and leaves the room. A bit abrupt but ok, I mean we have no idea what we’re doing here. We obviously need to get through that door but other than that, no clue as to our purpose, mission, goal etc. “It must become apparent as we work our way through the game” I say to myself. Off we go, working our way through, get past the first few things, still no clue as to what our purpose is. Into the second area, now this must be where it all becomes clear right? Uh… not so much, in fact, not at all. By this point, if you’re not given a story, you kind of forget that a story is even part of it and just go through the motions doing the puzzles and moving on to the next. Honestly, as a player, there’s nothing wrong with that in my eyes. Give me a well done room, this room surely was. Give me some good puzzles of varying complexity, which this room had. Finally, give me a game master who knows what we’re doing if we need help, this venue did not (we’ll discuss GM’s more in another post), and I’m as happy as a clam. Two out of three’s not bad until… this game takes, probably the strangest, most mind boggling turn we’ve ever encountered in all the rooms we’ve done. If you haven’t noticed, I’m trying to be a bit vague when describing this room as my point here has nothing to do with a particular venue but everything to do with venues in general who use this “continuing story” ploy to attract players but give you no actual story. As such, to explain the “turn”. I’m gonna try and relay this part using a different example. You know, the whole protect the innocent thing. So imagine you spent most of the hour in a really well done environment that was, let’s say, wild west themed in the late 1800’s. Then all of the sudden, you move through, what you think is the final door, and you’re now in an egyptian tomb! (I assure you, time travel had nothing to do with this) This is really a bad example but without being specific, it’s the best I can come up with. The movement from one space to the a completely different environment was so abrupt, so outside the realm of plausibility, it was literally shocking. These two environments, being attached to each other, made absolutely zero sense! Then to add some additional confusion to the mix, you quickly move to a third disconnected environment at the finish. It was easily the most confused we have ever been and it had nothing to do with a bad puzzle or leap of logic. Here’s the thing. It was a really well done room, no doubt about it. Knowing what I know now (after leaving the facility and then later talking with the owner), The three disconnected environments, they could have made sense. The could have made sense if we were given any prelude to the story we now found ourselves in. A short video at the beginning, a 30 second narrative by the GM, some pieces of the story revealed to us throughout the game. Alas, there was none of this and due to that omission, we had no clue what the heck was going on. One of the first things our “virgin” friends said as we hit the parking lot was: “That was fun but, what were we supposed to be doing? As very experienced players, we thought exactly the same thing. For that to happen to two groups from opposite ends of the experience spectrum, it was not an anomaly. Our escape rooms in Largo at Escape FLA don’t follow a continuing storyline. Not because we don’t like the idea but mostly because we don’t design that way. We like to play around with different story ideas and environments. That alone doesn’t exclude the storyline model as we’ve seen it done well and the environments from game to game are very different. What should exclude you from using the continuing storyline is this. If there is not one tiny shred of story to be found either before or during the game, please don’t tell people there’s an overarching story. The story might exist in the mind of the designer but your players can’t read the designers mind. There might a continuing story if you stand back and look at each individual game as one whole entire game. If that’s your plan, you need to make it very clear to your players that they need to play these rooms in order. If that’s your plan, you need to realize that your customers, most won’t take your advice. Since most won’t heed your advice, you need to have a very apparent story interwoven into each room… please! What could have been a top 10 room for us became a lesson in what not to do. Ryan and Jen Owners and Designers Escape FLA Escape Rooms in Largo, Florida www.escapefla.com So back to the recap...
Day #2: Big Escape Room B Unbeknownst to us, Big Escape Room B is all private just like us. We didn't know this when we booked and didn't even figure it out until between rooms 1 and 2 when we asked. I even went back to their site afterwards and the fact that they are private isn't obvious. In fact you have to go into their faqs to find any indication. Not sure why you wouldn't shout this from the roof top? Offering private games without either jacking up the ticket price or requiring all the spots be purchased is not something most ER's do. We do and apparently so does Big Escape Room B, nice! Room 1: Scenery was great, again! Some really good puzzles in here as well. One big exception though. There is a jigsaw puzzle, not like pictures of cats or beer bottles. It's a hand made wood jigsaw puzzle with a poem/phrase on it. The issue is that multiple pieces fit together even though they don't go together and there are sections that don't have anything on them so you can't be sure if you have the right pieces together. Well, we thought the puzzle was a one row taller than it actually was. At a grinding halt we asked for a clue. The clue said we needed to find all the puzzle pieces except one. Now to us, that clue meant we were missing pieces so back to searching and searching and searching. After about ten minutes, we clue again cause we can't find any more pieces anywhere. The GM asks how many pieces we have and we say eleven. He says you have all the pieces you need. We had eleven pieces fifteen minutes ago!!! About a minute later, as we are putting the pieces together again, our "host" walks in the room, says oh, ok and walks out. I really don't know what the deal was. Was our GM not watching us? I mean we had the puzzle laid out on a table in the center of the room (not a big room) and there were two cameras that should have been able to see the table. If they were watching, they would have known, before we asked for a clue, that we had the puzzle put together wrong. End result was we didn't escape. we were on the final puzzle and I think that ten to fifteen minutes we lost would have given us plenty of time but.... Room 2: Again, very good build out here. no major snafu's, pretty decent game. Only one thing that caught us as odd, It shared, essentially, the exact same puzzle as the room we just played. The only difference was the result. Now this particular puzzle did technically fit the theme of both rooms so I'm totally fine with that. It was just weird seeing it used again. Now had we not done the rooms back to back, it' wouldn't have stood out so much, just weird. It may seem like we're being critical of these two ER's, we certainly are not trying to be. We would and most likely will go back to both places in the future. We did learn a few things, just not in the areas we expected. So what did we learn? A few things, well really more of a reinforcing of some ideas. #1 Private escape room experiences are the only way to go. When we went private here at Escape FLA, we did it for several reasons. The biggest was that when you join two groups together, usually only one of the groups has fun. That was certainly the case for us on day 1. It really helped drive home the point that we are and will continue to be only offering private games. #2 Red herrings should not exist. If you want your room to be more difficult, add a puzzle or two. Now people do some funny things in escape rooms. They quite often fabricate their own red herrings by latching onto some small thing and thinking it's the most important part of the game at that moment. That is pretty hard/impossible to avoid. In this case though, (Day 1, Room 1) it was there from the start of the game and we carried that "fish" around the entire time. Come to find out, it used to be a puzzle in the room, it isn't any longer and they didn't bother to remove that part of the story or all the props that go with it, and there are quite a few. Around 50% of the visual of the final room is directly related to the no longer used puzzle. That just seems crazy to us. #3 Watch the game being played, no really, watch the game being played. Again, not sure if this is what happened in this instance (Day 2 Room 2) but we sure felt like that's what happened. Having run a ton of rooms ourselves, we know that it's easy to become a bit complacent. It's easy to get the feeling that you know exactly what the players are doing/going to do next. It's easy to think that you can run a game with your eyes closed or with your phone in your face, you can, but not very well and it shouldn't happen. #4 Give good clues then follow up if needed. Maybe we were wrong about #3 happening during this game. Maybe it was just a terrible pre-typed clue that, in some cases, would have been appropriate. It wasn't in this case and cost us a bunch of time. Having a good list of pre-typed clues ready to go is very important. As game masters, we are already ready with a clue before the players even ask Sometimes we have to scramble last second and change it or even go off script but if you really know what your players are up to, it should always be helpful. We tell our new players that if you ask for help on a puzzle, we will get you through that puzzle. You ask for a clue, we give you a piece of information that hopefully will help you figure it out on your own. We watch and listen to see if that's got you going down the right path. If, after a minute or two, you're not going in the right direction, should we just sit there and wait for you to ask for another clue? Absolutely, positively, NO! We follow up with more information until you get through it. That's how we do it at Escape FLA because that's how we think it should be done. All of these things are cornerstones to the way we run Escape FLA and have been for awhile. Sometimes you kind of forget why you started doing things a certain way. Luckily the universe has a way of reminding you from time to time. We thought we might learn a few things on our recent trip to the big O. We did, but, it's not what we expected.We had some family going to see the Mouse for a few days so Jen and I took off for Orlando to see them and do some escaping. When we play escape rooms, we usually try and hit the "small" shops. That is to say, we like to give our business to the "mom and pop" escape rooms out there. That's for a few reasons, #1 that's what we are and that's what we like to support, #2 it's usually a better experience overall. See if you own it, your heart and soul is usually in every drop of it, and that makes the visit better overall. You also get to meet the owners most times and chat with them about business and the like. Heck, maybe even make new friends.
Well we broke from our norm this time and hit some of the "Big Players" in the escape room world. You know those mega escape room companies with locations through out the country. It was...kind of a mistake. A mistake in one sense, a learning/reassuring experience in another. We've done quite a few escape rooms so when we pick random games to play, we look for things you don't see everywhere. They are usually little things we notice in the descriptions or reviews. We've never done a room where "X" happens before, that kind of thing. With that in mind, we chose two rooms at two different "Big Players" on two different days. Day #1: Big Escape Room A Room 1: Just Jen and I in this room. The scenery was really good, there was a logic leap or two but overall, a pretty good room. It didn't blow our minds or anything but it was fun and kept the two of us busy for most of the hour. As we finish the game, we realize something strange. From the beginning, through the rooms story, we were told that there were several of two types of items that were really important. We found those items in different places through out the game and carried them with us thinking they were going to be key to solving the final puzzle. One of the sets of items was unusual in that each one was magnetic, normally they wouldn't be magnetic so we figured those were super important. Guess what, none of those items did anything or had any sort of importance in any way shape or form! I hesitate to call them red-herrings but. Nope never-mind one of those sets was a huge red-herring and towards the end we could have wasted a bunch of time trying to work with them based on other things in the room that related. Thankfully we didn't or I would have been less than thrilled. More on red-herrings later. Room 2: This room was the real reason we came to this place. The room was reported to be loaded with tech and it's stated to have "0 locks used". Again, great scenery. This time Jen and I were joined by a nice lady and three young boys...see how I said the lady was nice and only mentioned the boys were young, can you see where this is going? Let's just say that this was not a good "playing with strangers" experience. I think the design of the room played into this quite a bit. Due to all the tech and the way it was laid out, it was very much a stand directly in one spot and figure it out while entering the solution in the same spot. Most of the "puzzles" were done in a way that no more than one person could be involved in even attempting to help with the solution at any given time. So lots of tech, yes, no locks....eh, no pad locks but..... More on non-private games and making claims that aren't exactly true later. Check back in a few days and we'll sum up our day at Big Escape Room B. Then we'll go over what we learned as both players and owners, I mean I'll rant about some things. Keep on escaping! Ryan and Jen Escape FLA escape rooms in Largo Jen and I are not only owners, we are also customers. We love playing escape rooms and though we don't have the time to do as many as we would like, when we do go, it's usually just three or four in our group. With a smaller group we don't fill up the room. Since we don't, we are completely aware that we may end up playing with strangers. It's common practice in the U.S. escape room industry and it happens frequently, but why?
As we see it, there are only two possible answers to this question. One is money. (Spoiler alert, this is the real reason) The other, One puzzle in the room requires X number of people to solve. The puzzle is usually physical in nature and just isn't possible to do without a certain number of players. You don't come across this very often though and we only know of one escape room near Largo where this is the case. So we're back to chasing the almighty dollar again. We get it, we're business owners. No matter how much we love escape rooms, love doesn't pay the bills. But, trying to suck every dollar out of every minute of every day, that, well.....sucks. As players we've been paired up with strangers before and as owners we've paired groups up. Fortunately, we never had a bad experience in either scenario however we also know it didn't allow for the best possible experience. Something happens when you get stuck playing with even the nicest group of people you don't know. Everyone becomes at least a little reserved, they don't act how they normally would, one group dominates most the room. One part of a mixed group has a lot more fun than the other. This means that the other part didn't have very much fun. For us, escape rooms are always about having fun. We know they aren't exactly cheap but when you play a good one with people you enjoy being around it is totally worth it. We listen to our customers here at Escape FLA. Not only do we listen to them, we have become pretty good at hearing what they aren't saying. We also try and listen to ourselves from time to time! So after watching this play out in our escape room here in Largo and after really listening to ourselves and what we wanted from a customer perspective, we came to a determination. All our rooms are now private. It just makes sense for us because we want all our guests to have the best time possible. Are we going to loose money? Maybe. Will we have a group who didn't have a great time because the "others" were controlling, dominating, rude, etc? Nope. Can you get a private game at other escape rooms in the Tampa Bay area? Sure you can, just buy all the tickets. If your group happens to be the same size as the room maximum then that's great. If it's not, then you've just spent more money than you needed to. Our prices did not change when we decided to go private, we just tweaked the experience to help ensure you have the best possible time. Hope to see you sometime, Ryan and Jen Escape FLA escape rooms in Largo Escape FLA Puzzle Pop-Up at Arkane Aleworks, not an escape room but still a lot of fun!One of the great things about our location, other than the fabulous weather, is our neighbors. We have some awesome ones for sure. Just two doors down are our friends at Arkane Aleworks, Joe and Dan. They have been super helpful and supportive since we began our quest to build our escape room here in Largo, Florida. They recently had their 1st Annual Smoke Out and Bake Off. Because Joe and Dan are so great, we decided that we wanted to partner up with them on some things, luckily they felt the same! We are working on several event's, special promo's etc. with them and this was the first of, what should be, several fun and productive partnerships. No a "puzzle pop-up" as we call it, isn't the same as an escape room but it is similar-ish in that we created an environment where players use many of the same skills needed for a successful escape. Logic, critical thinking, observation, team-work etc were all required. The differences, no locks to unlock, no scavenging through stuff for hidden items and no time limit. Well there was a time limit but you had 2 1/2 hours to work out a puzzle that took most about 30 minutes. We had initially considered placing some items around the brewery but rejected that plan because I know how, shall we say, exuberant, experienced escape room players can be. We didn't want to encourage people to go routing through Arkane's stuff plus there is some outstanding local art in the place and sure didn't want anyone messing with that. We did have a little bit of Arkane worked into the puzzle and there was an element, near the end that did involve having to combine some Arkane information with the puzzle we provided to come up with the final solve. This did add a bit of, at least, "discovery" to the event. The Arkane information was in plain sight, not out of the ordinary, and it wasn't apparent that it was needed until almost the end of the puzzle. I think it was a great way to tie the two businesses together which is what most of our upcoming combined ventures are about. There was a great crowd, not everyone participated but a good number of people did. We got to hang out with some super nice people, talk puzzles and escape rooms. Promoted our business at Escape FLA a bit, brought some new people to Arkane Aleworks so it was a win win. Also had some great food, some great beer (after the puzzling of course) and met some great people. Gave out some awesome Escape FLA and Arkane Aleworks prizes to three lucky winners. What more could you want for a Sunday? If your near here or visit here be sure to check out Arkane Aleworks on Facebook or www.arkanebeer.com We have some more events coming soon-ish so follow us on Facebook to learn more and if your in the area, stop by and play our escape rooms, or just come by and chat. Ryan and Jen www.escapefla.com Every day we run into someone who asks the question "What the heck is an escape room?" A basic answer to that question goes something like this: "It's an interactive group gaming experience where we lock you and your friends in a room and you have to solve puzzles and riddles to try and get out in 60 minutes." That's a very quick way of attempting to explain an escape room but it leaves out, what we feel are, the two most important parts. Fun and excitement! Think Clue (you do remember Clue right?) meets Da Vinci Code with a little treasure hunt and a sprinkle of magic on top. For an hour or so you get to be part detective, part explorer and, if you make it out, part action hero! Who didn't want to be one of those things at some point in their lives? We work very hard here everyday at Escape FLA to make sure our guests get to have a total blast while they're here. Fun is the whole reason we're here. I think we covered the whole "why would I want to do that" question. If not, stop by and see us, give us a call or shoot us an email [email protected] A few other questions we get asked: Do you have to be super smart? Nope, you just have to know how to have fun. What type of people can play? Everyone can. We see young people, people of, shall we say, "Mature" age, Mostly groups of families and groups of friends looking for something fun to do. Am I really locked in? That seems scary. You can get out whenever you want. It's totally safe. I'm afraid of small spaces. Will I be scared? Only if you have claustrophobia in your bedroom. There's always plenty of space to move around. We hope to see you soon, Ryan and Jen Escapefla.com |
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