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Uploaded
Aug 21, 2010 | 3:48 AM EDT
  • Daily 3rd Place August 22, 2010

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Author Comments

It was a hard day...Not everything went as planned, but dont give up! you must get back get back your singing Mandrake. Good luck

Reviews


abulumai3iahabulumai3iah

Rated 2.5 / 5 stars May 19, 2014

I didn't like this one at all. Gameplay was extremely frustrating and I needed a walkthrough.



CrimsonHillsCrimsonHills

Rated 5 / 5 stars May 24, 2012

best game ever!
the drawings/graphics were histerical XD
and i loved all the puzzles. very cleaver. :)

er....what's the toilet paper for? O.o; XD

please make pt. 2 :D i think you have a great idea there with this one.

great job, keep up the good work :D



WolfOfGuitarWolfOfGuitar

Rated 4 / 5 stars October 26, 2011

Awesome!

An awesome game, though a FEW in-game hints would be greatly appreciated. Aso, track the bird with the telescope-it summons the mystic cracker!



oogiesragdolloogiesragdoll

Rated 3.5 / 5 stars October 8, 2011

cracker?

No matter how many times I try to play this game or refresh the page, the cracker that's suppose to be in the mouse hole won't show up. Other wise a pretty good game.



PoundDotBlamPoundDotBlam

Rated 3.5 / 5 stars October 8, 2011

I like the game...

I think the 360 movement was great for the game... you can make a room so much bigger that way in a limited amount of screen space.

There is one major flaw that kills this game for me. In previous point and click adventures made of same type, whenever you try to use an item on something, nothing happens unless you are able to actually do something. In THIS game, when you try to use an item, and nothing happens, the item goes slowly back into your inventory.

This is extremely frustrating, especially since we as players are so used to the Submachine/Covert/Daymare games where that doesn't happen. It is fun to experiment by trying to put two things together, but when it doesn't work, it probably works against the player since they don't want to spend an extra 2 seconds having the item slowly float back to inventory. With little direction, which is great in these types of games, trial and error is critical.

Perhaps you wanted to convey a tougher challenge so that more thinking is involved. If that was the case, then it is more of an issue of players having a different expectation since you have created so many point and click games in the past.

By that same token, if you are going to go down a different path, take it to another level, and explain that there are certain things you can do in the game that will make the game unwinnable. A perfect place for that to occur is with the axe and the broken wand. I'll try to explain:

I never thought I should try to use the broken wand on anything, because it was broken. When I looked up the walkthrough and saw that you had to use it... I was stunned. I thought, I would never have thought to use it. But then there's the dragon... and it is GLARINGLY obvious that you have to use the axe. I mean here are two different "puzzles", one is so obvious, and one is not at all obvious.

So my thinking is this... you can make it more challenging in the sense of let's say you have to use a fixed wand to release the dragon, and if you take the obvious path of using the axe, then you have an alternate ending or you die somehow. That means you create another puzzle: a puzzle to fix the broken wand...

Anyway... love the games... but using the broken wand stumped me... and having the slow reset of items really prevented me from trying to solve it based on your past games.


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