bugninja

u/bugninja



r/escaperooms•

We are working on a new room. We want it to be scary or disturbing, but it’s super challenging without actors.

Have you played any rooms that were still really scary or disturbing that didn’t use actors? Or do they fall short?

628


r/escaperooms•

The scenario is simple. They are 30 minutes in and have 50 minutes of puzzles to solve. They'll probably be stuck in the same spot for 25 more minutes. Do you go in and offer a clue? Send one even though they didn't ask? Do you have a policy that you send in a clue if you know they are getting behind? Any tricks or ideas to make this easier for a team that is horribly stuck?

514

r/escaperooms•

We started off really basic. Cameras only, clocks in the room, I literally go into the room to deliver hints. Simple DVR system to monitor the rooms. Now that we've had some success in our early months, I'm considering upgrading my control room situation and adding more cameras, an audio system, screens in the rooms where we control clocks, deliver hints, etc.

I'll probably end up wasting time on bad control room ideas and money on bad tech decisions, but this has all been an interesting learning process for us every step of the way, so I guess that's OK.

Would anyone like to describe their current control room setup, and what they like and don't like about it?

27

r/escaperooms•

If you've been to a number of escape rooms, what would you say the typical production level is? The ones I've been to are average, they have second-hand furniture, hand-made props, laminated clues, etc. I don't feel the production value hurt these rooms at all. We had a blast! However, since we are starting our own escape room business, I'm concerned that this may not be the "norm", and most escape rooms are at a higher level. I'd be really interested to hear of your experiences, and if most escape rooms are of a low/average/high production level, and if this has affected your experience for the better or worse.

52

r/mlb•

So, it's a clean catch when the ball is transferred successfully to the throwing hand now.

Let me set the scene:

There is 1 out and a runner at 3rd.

A fly ball is hit to right field.

The runner at 3rd base waits at 3rd for a catch to be ruled a catch so he can tag up and score.

The outfielder who "caught" the ball just holds it in his glove and runs all the way into the infield THEN transfer it to his throwing hand.

At this point it's a catch.

The runner at third has to stay put because he doesn't have a chance of beating the throw home anymore.

Am I missing something here? or the tag-up is gone forever?

311

r/incremental_games•

Currently my only method has been try-and-see. I come up with some percentages by which the upgrades increase in price, and how much they give you per second, or per click, and go from there, but it seems so un-scientific, very random, and I fear I'm making a game where the balance is not right.

What have been your experiences? What games have the best balance? Do you have a "formula" that you use for upgrade prices when creating an incremental game?

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