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Those silly townsfolk rumors of witchcraft couldn't possibly be true, right? This simple cottage in the woods at the edge of town isn't home to bubbling cauldrons, mischievous goblins, and the many tools of the spectral arts... is it? Book your game today and make a choice that could define your future as you break the curse of Witch's Hollow!
All ratings (30)
Very positive
Gameplay
Very positive
Atmosphere
Very positive
Customer service
Very positive
40 escape rooms
Absolutely fantastic game. My group has done 30-40 rooms, and this is easily in our top three or five. Do it! MJ was a great and hilarious GM!
233 escape rooms
𓆜𓋘𓄁 𓊛𓇙𓋸𓌤𓌥 𓌦 𓅐𓆢 𓆣 𓀉𓆤 𓆥 𓅑𓆘 𓆙 𓅒𓄙 𓄚 𓄛 𓅓𓃺 𓃻 𓅔 𓅕 𓃕 𓃖 𓃗 𓎷 𓄁𓎸𓅖 𓅽 𓅾 𓅿𓅗 𓅘 𓇆 𓇇𓅙 𓅚 𓁵 𓁶𓂵 𓂶𓃝𓋲 𓋳𓀬 𓅛𓁃 𓂺𓅜 �𓅝𓃄 �𓄁𓅞𓂙 𓅟𓂿 𓆜𓋘𓄁 𓊛𓇙𓋸𓌤𓌥 𓌦 𓅐𓆢 𓆣 𓀉𓆤 𓆥 𓅑𓆘 𓆙 𓅒𓄙 𓄚 𓄛 𓅓𓃺 𓃻 𓅔 𓅕 𓃕 𓃖 𓃗 𓎷 𓄁𓎸𓅖 𓅽 𓅾 𓅿𓅗 𓅘 𓇆 𓇇𓅙 𓅚 𓁵 𓁶𓂵 𓂶𓃝𓋲 𓋳𓀬 𓅛𓁃 𓂺𓅜 𓂨𓅝𓃄 𓄁𓅞𓂙 𓅟𓂿
171 escape rooms
The highlight of this room for me was interacting with the GM's character at various points in the game. I'm not sure whether to count this as a character interaction, as the GM was never actually in the room with us, but the banter and characterization was funny. The other main thing that stood out was the props and set - everything we interacted with was satisfyingly detailed, which helped sell the immersion of being in another space. In particular, some books had a surprising magical effect to them which I haven't seen before and was a real "Wait, how did you do that?!" moment for me. There was also a room transition effect which was novel to me and seemed more magical and surprising than a simple door opening. I will caveat this praise because the rooms felt a little big for the contents (i.e. too much open floor space) -- I suppose this is good for larger groups, though, so small enthusiast groups might not be the designed-for audience. Along the same lines, as an enthusiast, I would have liked to see a few more puzzles; perhaps in the starting room, which felt underutilized. One thing I've started to nerd out about post-game with GMs is scalable difficulty: the ability to cut puzzles on the fly so that less experienced groups are more likely to finish. This game has a couple shortcuts designed in, so I'd have no hesitation recommending this room to new players.
The owner, Katelyn, is super friendly and welcoming, and an enthusiast herself. She also GMd for us.
Easy
High tech
3
2-3 experienced players seems right, though there is officially a 4 player minimum. You can try asking if they'll let you play with fewer - we were able to play with 3.
Not scary
No
No
Some GM interaction during the game, but I'm not sure I'd call them a live actor
Not at all
One of the players I was with is sensitive to sudden light or sound. When booking, there's a checkbox for a light sensitive game mode. I asked the owner about sound beforehand and, she made a note to disable one particular feedback event when we played. I love that these were already things the owner had considered and had designed solutions for.
Yes
Easy
140 escape rooms
So after we replayed Boring Office (highly recommended) with a friend who had not played it yet, we played Witch’s Hollow. Such a great time, fun puzzles and detailed sets. A lot of fun surprises await!
74 escape rooms
We have done dozens of escape rooms. This one was a surprisingly fresh experience for us. Thoughtful puzzles with “ohhhhh!” And “aha!” moments and excellent theming and technical effects. Really fantastic, engaging game master (thank you MJ!)
Yes
Medium
High tech
4
Not scary
8
No
Yes
Somewhat
Yes
Medium
551 escape rooms
Our visit to Witch’s Hollow was very last minute, but it was a worthy addition. Stained Hourglass is quickly becoming one of the best companies in mass, with both games excelling at tactile, epiphany-driven solves. Like The Boring Office before it, the puzzles in Witch’s Hollow are baked so deeply into the set and story, a perfect blend of puzzle solving and narrative-driven gameplay. While the world of the former was a little more unique, that isn’t to say this room was less spirited. The game is largely nonlinear and perfect for larger groups of inexperienced players (or small groups of more experienced players). My favorite interactions felt like being in a classic adventure game, with the set reacting in interesting and exciting ways. My only critiques are pretty minor. I would have loved some more small interactions to build up to some of the cooler interactions, just a little more linearity to create smaller progression as well. Another, which is also pretty minor, would be to funnel the solves into a some kind of meta puzzle, at least, something slightly more complicated than the finale (not that the final interaction wasn’t good, it could just be gated with a little more complexity). This critiques are analyzing the game from a more detailed perspective, and do not mar an otherwise shining example of immersive game design. I am dying to see what this company puts out next!
The gameplay is consistently tactile and aha based. It really feels satisfying to form solutions and connect them into inputs.
It’s a little wide open, but all the props and decor feel really whimsical and fun to work with.
Our gamemaster was awesome (again)!
Yes
Interesting interactions, great reveals, and satisfying revelation based gameplay
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