About CryptX - its a personal thing
In summer 2016 I went on a family holiday to Barcelona, and I've not looked back.
The children were 8, 11, and 16 and at some point we should have anticipated the inevitable comment "we're bored. what can we do". In the heart of what I consider the most amazing city, with sun, sand, sea, and culture, we booked an Escape Room.
Like with so many others even now, we'd heard of them and just never got round to playing one. So off we went.
Over the next 2 weeks we played 8 rooms in and around Barcelona. That was it, I'd caught the bug.
The request from the kids - would I build one in the garage at home? We got home, played some more in the UK and that was it - why just play them when I'd love to build and run one?
There were games I loved, ideas I thought were terrific, and theming that was immersive. After only c. 15 rooms I knew what I liked and didn't like, knew where I felt things could be better, and a business plan was forming.
My past - banking. Even worse, derivatives in banking. Don't hold it against me! I was at HBOS during the crash, was a "whistleblower" thereafter, and the disgust at how many businesses (inlcuding banks) work in the financial market has never left me. I saw a way to enjoy work, enjoy what I do, and have fun with others sharing Escape Rooms. CryptX was born.
The above may be too personal, too emotiional, but that's me, and that's why and how the love and passion is put in to CryptX Escape Rooms.
The industry as a whole in the UK is relatively new, and as such I'm hoping to help form it, hoping to help players engage and understand rooms, hoping to push boundaries and design and build the most enjoayble rooms in the UK.
I'm not in this business just to make money. I'm not a manager of a room who doesn't attend or act as gamesmaster, or who just wants bookings. I want people to enjoy, indeed love, my rooms. I'm happy to take time to discuss, to listen to the players, to adapt and adjust constantly. There is no such thing as perfection, so why leave a room alone even for weeks on end.
I'll always be striving to improve, striving to adapt rooms. I won't buy-in a room (the franchise concept). It's not a negative on those type of rooms, some are great. It's just not what I want to offer. I think over time as players play more and more rooms they will discover if they liked personalised rooms or franchise rooms; mulit-room or single room games; linear or non-linear rooms; puzzle rooms vs panic rooms vs escape rooms. There is so much more to come from the industry and I assure you I will be pushing into new ideas constantly.
I played with my children and would never discourage kids playing - on their own, with friends, family. I love seeing kids, parents and grandparents play together. At last a game all generations can play on a fairly even playing field. Everyone has something to offer, ideas to suggest - there's no such thing as a stupid idea in an Escape Room.
I look forward to welcoming you to my rooms, and hope you enjoy them as much as I enjoyed designing, building them, and of course watching you play them!
My job - make sure beginners enjoy the game and keep playing rooms; make sure experienced players are tested enough to enjoy my rooms; make sure experts are tested enough!
The way i'm doing it? Making rooms that are either flexible enough to change the difficulty level OR, as with the new Jewellery Heist, make sure the room has different ways of being played and each team can make their own choice.
That's my job, and a little about me and the background explained.
Your job - ENJOY AND HAVE FUN!
Let's be straight from the start, there is no right or wrong way to play an escape room.
All teams are different, all teams have their own style, but there are some useful tips from what I consider to be the "best" teams (definition of "best" - those who get the quickest times).
Why call these things out? As everyone does here it, whether or not they are specifically listening. When they have something to call out - this goes on throughout the game - they or you, or someone may link stuff that is called out. For example someone else calls out "I've got a 4 digit code, it's written on a sword." Maybe that will go to the sword symbol someone else saw - and they need a 4 digit code.
I hope that helps in some way. I'll reiterate, and quote myself on what not to do - I don't know the right answer. There is no right or wrong way to play a room, but the above gives food for thought on how to play, and how the "best" (appreciate the definition is controversial) teams play rooms.
DESIGNED AND BUILT
CryptX is the trading name of Langosta Ltd.
Company Number 8522273