not again..
I used to like escape-games. But I don't like the games you're constantly shelling out. I had hoped you'd improved your gamedesign by now, but alas, nope. Neither this nor Beach Escape is any fun.
There are no real puzzles, objects have to be combined at random.
So how did that rope help me get the chest? Obviously I can carry it fine without the rope! I don't remember using a pulley or anything, either.
Why did I cut the ship's rope? It's obviously not locked and I don't think the ship's owners cut their ropes everytime they dock. Am I unable to untie a simple knot? Lifting an anchor (rarely found on boats this size, btw) should be possible for the owner too, without assembling two greyish-looking thinks to what seems to be a metal-saw. And mopeds usually have lockable gas caps, anyway. I also never understood why people leave their important keys in public trees, flowerpots, under your couch or maybe locked in asinine contraptions which require you to place 9 identical marbles into your bedstand drawer. </rant>
All you have to do is to click everywhere to find some randomly placed hotspot, then try semi-random combinations of objects until it works. If you missed a hotspot, tough luck.
Your games could be so much better if you focused on actual puzzle solving. Monkey Island did it, Myst did it, and those were great games. Many other adventure- and escape-games picked up on those concepts, and it works.
And please try to get rid of the hotspot searching. Most games will give you a different mouse-pointer to signal a hotspot, some even provide a list of all hotspots when asked. And when you click an item that may be useful later, you get a small comment about it to tell you a) what it actually is (in case of small gfx) and b) that it's actually important.
Forcing the player to click on countless things before getting something which should actually be in plain sight for the character is a cheap way to lengthen the gameplay. It's no fun.
So go on. Do puzzles. Challenge my intellect. I'll be waiting.