The room has certainly earned its difficulty rating! We previously ran Once Upon A Time, rated 8/10, and found it to be reasonably challenging but fun, with only one puzzle we were truly stuck on in a way that was within our control. Based on that experience, we felt that we would be okay stepping 1 point up to a 9/10 and requesting our own clues, but I would strongly encourage anyone attempting this room to accept GM nudges unless you are a speedrunner, as there was a pretty significant difficulty jump from Once Upon a Time to Neverland. We are not expert players, but have done somewhere between 20 and 40 rooms, and this is only the second we've failed to escape, and it wasn't even close.
There are a number of puzzles that were unfortunately more difficult due to maintenance issues (faded lettering, worn magnets) than design, which ate up a lot of time, and those issues can be compounded by accessibility issues with mobility, vision, and fine dexterity. Unfortunately by the time we got halfway through the room and into a section that had a LOT of fun-looking puzzles, we had less than 10 minutes left and couldn't really explore the rest.
On the whole I really want to encourage other people to try this room, but ask early and often for hints in the first half. It's our fault we didn't, but please learn from our mistakes!
The room flow is non-linear in the sense that some backtracking is required (and the GM discloses this in briefing, that's not a spoiler), but the actual flow of puzzles was often bottlenecked to a linear critical path which made it difficult to keep everyone engaged, and we only had 3 people.
Good overall theming and set design, especially in the later sections, but the music is a bit too generic fairytale when it could be more uptempo adventure, super minor nitpick
The hint system can be a bit frustrating to operate, but the staff here are great!
Mostly mechanical locks with some electronic/arduino elements that seemed to all function well
A minimum of two players is required for some parts, but the linear nature of the puzzles may leave larger groups with nothing to do.
Some props were difficult to clearly understand due to wear and tear
Physically active
Somewhat
Some crawling required
Accessibility
There is a short (<6") step to progress further into the room with no alt access. There is a required crawlspace section with no alt access. Mechanical locks were difficult to read in low light and had very small lettering.