Guess What I'm Thinking- this is what the author was saying to me when I played the Devil Made Me Do It.
First of all, it's such a brilliant concept: you are the devil, trying to tempt two good kids into entering the neighbor's yard, despite mom telling them not to.
There are 2 rooms- the top of the fence, from which you can drop things in the neighbor's yard, and the kid's yard, from which you can drop things in their yard.
After an hour of trying to manipulate things, I learned the following: many objects can't be referred to by their name (such as the pez dispensor not being able to be called a dispensor, or the gnome statue not being able to be called a statue). You can't take things out of the neighbor's yard once put there, and nothing can be meaningfully manipulated.
Finally, I go to the walkthrough. It was after reading the solution that I still said: "What the hell?" Even playing through, there was no reason why I could have possibly come to this conclusion. (Spoiler - click to show) The children move in a cycle, and dropping certain items- which decrease your score if done at the wrong time, will INCREASE your score if done at a certain point in the cycle. .
Out of world knowledge is KEY to this, because you'll find out that only if things were set up in the right order will anything work, like a Rube Goldberg IF, except that the only do-over is typing RESTART. The game doesn't warn you if it's become unwinnable.
The game boils down to the one puzzle. The "clue" as to what to do is redicluously subtle, even after knowing what it is, it doesn't seem fair. And keep in mind, I thought the Bank of Zork puzzle from Zork II was ingenious.
The concept was great, but the decriptions of things are short, the world can barely be interacted with, and the most common command you'll use if you follow the walkthrough exactly is "WAIT". I would really like to see a similar game with more to do and more clues, rather than what ended up being a big cut scene once you did the 4 things you have to do.