I finished the game up last night. So here are my impressions.
I liked the way the puzzles integrated into the storyline (for the most part). It's OK that some are easy and some are harder and they're mixed up. I even liked the occasional placement puzzles that everyone is complaining are too easy because of the pieces locking together. Not every puzzle has to be a mind-bender. Purists will probably think that the harder ones should count more toward your "score," though.
It was annoying that the instructions weren't always clear that certain approaches were allowed or disallowed, so you have to ask for hints or try a solution to find out how the puzzle really works. If you can't express the complete rules up front or demonstrate how it works (maybe allow one free "try" on a simpler version), it probably isn't a good puzzle.
It would have been nice in some cases to be able to draw on the puzzle, or pull up a notepad, so I wouldn't have to use real paper. For the puzzle with the crows, it would have been nice to be able to slide the pieces around on the screen to benefit my own thinking process, even though it wasn't necessary to complete the puzzle.
It's kind of gross that Nelson is pulling previously chewed gum off the wall to chew himself. The gum is so plentiful that you might as well have given him an infinite supply up front. Or, make it harder to come by in future games, if there are any.
It isn't always clear if it would be better to chew more gum or make a guess that might be wrong, scorewise. Maybe have a scoring button that says things like "For this puzzle, chewing a piece of gum will cost two stars, and a wrong guess will cost five stars."
It should be easy to quit the game at almost any point (except maybe the cutscenes) and restore back to that exact point, even if you're in the middle of a puzzle. Quitting the game should indicate that the game will be saved.
I liked the character development, where you got a sense of how the characters feel, more than them just being a one-dimensional obstacle to the next puzzle.
Having a gnome occasionally breaking into the puzzle you're trying to solve and stealing a piece, so you have to run after the gnome to get the piece back is genius. Of course, if there are any more games in this series, now I'll be expecting it.
I think more map exploring and less of Nelson saying where he was going to go next would have been good. It would have kept the tension level higher if the player wasn't sure what was going to happen next.
Here are my thoughts on the ending. It would have been easy to wrap up the game by having the foreman happy to be saved, the gnomes cursing their plan's failure and running into the forest, and the town cheering that their puzzle predicaments are over. Of course, that's not what happened. Not only did the ending leave questions open with no answers, it went out of its way to leave questions open with no answers! And because there's only one game at this point, I don't know if you did that as an homage to the Grickle style, or if you plan for the next episode (if made) to also feature Scoggins, or if the entire season (if made) would have a hidden people theme. If you decide not to make any more Puzzle Agent episodes, I hope you'll reveal what you were planning to do if you had.
Overall, it was $9.95 well spent, and I will probably buy more episodes if they are released. There are a few things you could have done better, and I hope you will if you release any more.
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