WeaknessesOccasional technical failures and a botched handover caused frustration. Hints weren’t always clear, the design feels uneven to some. As a duo it can quickly feel overwhelming and the 60 minutes are tight.
StrengthsCreative, logical puzzles with a strong thinking focus and little searching, plus a cool futuristic setting. Good team vibe and, with smooth collaboration, a satisfying flow. Friendly on-site support.
SecurityStandard briefing and typical escape-room safety level, no risky elements. In small hiccups the team steps in and helps.
Level of fearNot scary, no jump scares. Suitable for teens; the thrill comes from time pressure, not horror.
Actors' gameNo live-actor show; interaction is mainly via the gamemaster. Hosts are mostly described as helpful; in one case the GM had to enter the room due to an error.
Quality of riddlesThinking-heavy, fair tasks that fit the theme and deliver genuine aha moments. More headwork than hands-on placing; pace and communication are crucial. Hints sometimes feel vague, but overall they’re solidly constructed.
PlotYou’re taking the aptitude test for a ticket on the rescue shuttle to Yavin, starting in a completely white room. The story frames the experience, with a clear focus on mechanics and puzzles.
Difficulty levelClearly demanding, ideal for experienced teams. Best with three or four; as a duo it’s tough and only doable with very tight coordination.
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