To Hell in a Hamper
by J. J. Guest profile
For most adventure games historically, puzzles have been overwhelmingly frustrating and preposterous. The better efforts have tried to reduce contrivance or at least reduce the difficulty, but for the most part I don't think players enjoy them, at least for their own sake. For every puzzle that is satisfying, often several negate that feeling. Adam Cadre once said something along the lines of that most games are far better to have been played than to be playing. I often find myself agreeing.
One way to sidestep this problem is to make the puzzles the reason for the game and another way is to make them so goofy as to disarm the player. Guest succeeds on both accounts.
I immediately appreciated playing this because your adversary, Mr. Booby, is barely functional and if you decide you want to do something, you can do it without resorting to trickery. Booby's reactions to your subversion are the highlights for sure, my favorite being his calling for the local constable despite being thousands of feet up in the air.
Unfortunately there are a couple of puzzles that didn't quite land. The first was (Spoiler - click to show)figuring out how to clear the trombone; using violence still doesn't seem intuitive to me. The second puzzle was (Spoiler - click to show)saving Aunt Gertie. I was trying to make a parachute, not realizing that the answer would be as simple as "make parachute." I was trying to thread the needle first and wondering why the game didn't understand all my attempts and starting the process of sewing. I greatly appreciate the simplicity of the puzzle, but just wish the game would have guided me there when I was on the right track.
Thankfully, the game includes gradual hints for every puzzle and I accessed them guilt-free. In the end the goofiness won me over and I count this among the games I enjoyed playing while playing.