Similar to most Komnata rooms, Robbery is more task-based and light on puzzles. There were many props throughout that would have been great opportunities to force us to work through riddles to obtain codes, etc. Instead, the game almost seemed to do the work for us rather than give us the chance to solve things on our own.
Also typical to Komnata, production and set were well-executed. The room is very active, as advertised and we really felt as though we were immersed within the story of a heist.
The game begins in a van where your boss explains your objective and you are provided with the necessary tools to perform your task. This was exciting and did a good job of setting up the story. The room progression was fluid and logical, leading up to a solid climax at the end.
It is also worth noting that the tech in the game functioned well. It was easy to work with and dummy-proof. All props were well-secured and wires were well-concealed.
While the game was exciting and active, from a puzzle-perspective, it left us wanting more. We seemed to move quickly through each room and would have liked to have had to work through a bit more riddles in order to recover answers.
The end game puzzle was good but was not really designed for all of us to work on. There was plenty of space and props within that section that could have been better utilized during that final puzzle.