Where did the idea for Fun Thrills come from?
Marc Quaedvlieg: The idea originated from Escape Room Weert, which we started about eight years ago. Many of our customers back then would ask what else there was to do in Weert, which got us thinking about expanding into other activities. That led us to discover an activity terrain here in Weert, where we eventually launched Fun Thrills. Since then, Fun Thrills has grown into an all-encompassing space for fun and adventure, with activities like laser tag, X-Throwing, Archery Tag, and Highland Games. It’s all about creating memorable experiences filled with fun.
How did Fun Thrills evolve with the Caught platform?
Marc Quaedvlieg: We had been organizing City Challenges and scavenger hunts for years, often using various apps that never fully met our needs. Then we came across an event called “Lockdown Weert,” which organized quizzes around Weert, and it piqued my interest. I started exploring further and eventually connected with Luuk at Caught. Caught’s flexibility, multilanguage support, and direct contact with developers were exactly what we needed, so we decided to give it a try, even though our schedule was tight.
Why did you choose Caught over other platforms?
Marc Quaedvlieg: Caught stands out because it offers freedom in creating your own paths and games without strict guidelines. Other platforms, like LoQuiz, also have building blocks, but their structure is overly complex, especially for beginners. With Caught, the process is intuitive, and the tools are well-organized, making it easy to build custom games. Another big advantage is that Caught automatically sets GPS positions, so I can start a game in any city, whether it’s Weert, Eindhoven, or Amsterdam, and everything projects smoothly.
Can you share a unique feature of Caught that’s important to you?
Marc Quaedvlieg: Absolutely. One of the key features for us is the flexibility with timers. Timers are crucial for tasks where we set specific time limits, like reaching a destination within 30 minutes or answering a question within a set period. This adds a level of excitement and urgency to our games. Caught allows us to customize when tasks appear or disappear, which lets us create a unique and adaptable experience.
Are there new ways you plan to use Caught in your offerings?
Marc Quaedvlieg: Definitely. We recently received a request from a school for an indoor activity for 120 students, and we’ll likely use QR codes for this. These types of requests get our creative gears turning, and we always aim to create activities with a storyline and purpose, just like in our escape rooms. With Caught, we can tie everything together – from puzzles and locations to QR codes and timers – creating a cohesive and engaging experience.
What has Caught changed about your booking and management process?
Marc Quaedvlieg: Caught has automated our booking and ticketing, which has been a huge help. Previously, we handled everything manually, generating QR codes and sending tickets via email. Now, with the Caught-shop integration, all of this is automated. It’s streamlined our process and removed a lot of administrative work. Plus, the platform has proven stable and reliable so far.
What’s next for Fun Thrills with Caught?
Marc Quaedvlieg: We have big plans! We’re developing more seasonal games like Halloween and Christmas versions, city challenges, and outdoor escape games. Additionally, we’re exploring custom games for corporate events, which could include on-site quizzes or guided tours. We see great potential for both unique Fun Thrills games and custom-made experiences, with Caught as a central tool.
Any advice for others using Caught?
Marc Quaedvlieg: Dive in and experiment. Caught’s learning curve is initially steep but quickly becomes manageable. The key is to stay organized, especially as you add more elements. And remember, Caught requires some creative thinking – but that’s what makes it so powerful for building flexible, engaging experiences.