A Brief History of Gobliiins

I was really excited that Gobliins 6 recently came out on Steam and Itch and wrote way too many words about why I love it on the No Escape forums. So I’m doing the normal thing and expanding on that post even more. If you haven’t played the Gobliiins series, it’s a weird French point-and-click adventure game in a series that started in 1991. The rest of this post will be about why I think the series is interesting and some of the quirks but the TLDR is: it’s good! You don’t need to play previous entries.

three goblins standing outside a house
Gobliiins screenshot from MobyGames

Anyway, it’s a series where you control a group of goblins that you switch between to solve puzzles. The entries vary on how many you play as at a time, and it’s technically an adventure game but they typically follow a level-based format where you have some specific goal and you solve puzzles to accomplish that goal before you move onto the next level. The original three games were created by Coktel Vision and designed by Pierre Gilhodes and Muriel Tramis. Muriel has a FASCINATING career. She’s known as the first Black woman video game designer and many of her games are focused on anti-colonialism or erotica. The Gobliiins series is not about either, but Pierre and Muriel did eventually do a game called The Bizarre Adventures of Woodruff and the Schnibble, which has all the goofy humor of the Gobliiins games but is anti-colonialist. It’s a weird game but I love it. Most people in the US who know of these games probably know about them because Sierra bought Coktel Vision and published their games here. They even renamed the third game to Goblins Quest 3, to make it sound more like King’s Quest/Police Quest/Space Quest, which is so goofy to me since it’s this bonkers French game but there you go.

two goblins outside a castle. One is holding a bomb
Gobliins 2 screenshot from MobyGames

Eventually Coktel Vision was closed and Pierre and Muriel split off to do their own things. I don’t think they ever had a falling out because they mention each other a bit in interviews and he did art for her book. I think they were just tired of games. Then in 2009 Pierre got the rights to the IP and made Gobliiins 4, which is…..ehhh. The 3D art is not amazing and it takes a long time to really get going, but it’s there I guess. My understanding is that the game improves quite a bit in the second half of the game. You cannot buy this one anywhere today and it’s abandonware. Muriel got a special thanks in this and I think consulted a little but wasn’t really involved.

a goblin standing on a floating pirate ship
Goblins 3 screenshot from MobyGames

And then in 2023 he did a Kickstarter campaign to fund Gobliiins 5, which was made in Adventure Game Studio and has 2D art again. It’s great. It’s a return to form for the series and even with the janky setup (it’s split into four launchers because it was a solo project by an older guy learning a new game engine), it was a treat for fans. You can now get this on Steam and Itch.io. This repeated again two years later with another crowdfunding campaign for 6, which just came out this week. It was nice to see Muriel Tramis come back for this one to help with puzzle design and I hope this means she is back to making games again.

3 goblins standing by a dragon skeleton
Gobliiins 4 screenshot from MyAbandonware

So what are the quirks with the series? Well, every entry in the series has a different number of i’s in the title based on the number of goblins you rotate between. So Gobliiins 1 has you switching between 3 characters, Gobliins 2 has two goblins, and Goblins 3 just has the one but you occasionally have other characters you play as anyway. Gobliiins 4 and 5 are sequels to the first game and have you playing as the three characters from the first game again and Gobliins 6 is a direct sequel to 2, where you play as the two characters from that one. Despite all this weird lore stuff, it doesn’t really matter. It’s just people walking around doing puzzles and goofy slapstick stuff happens.

three goblins at a birthday party
Gobliiins 5 screenshot from Steam

If I were to recommend a game in the series to folks, I’d probably say to start with 3 or 5, depending on if you want something old school or not. It’s very hard to recommend 1 because it’s the only one with health meters where you lose health every time your characters get hit, which is when all the funny stuff happens, and uses a password system. The health system gets dropped with the second game and from here on, the goblins can get beat up as much as you want. The puzzle design gets better with each entry too, which 3 having much better puzzles than 2. The other weird quirk with the old ones is that people generally prefer the floppy disk versions over the cd-rom ones, because the music changed and people don’t care for it as much (I think it’s fine either way). You can pick up the original trilogy on GOG, which features both the floppy disk and cd-rom versions of the games.

screenshot from gobliins 6 showing a variety of characters in a bar
Gobliins 6

Anyway, this is way too many words about a weird series of French games but I like my weird French DOS games so there you go.

Myst (2020) thoughts

Developer: Cyan Worlds
Publisher: Cyan Worlds
Year: 2020
Genre: Adventure
System: Windows

view of a trail leading up to a library

Since I’m doing a post in place of a log every time I complete a game, this means I’ve finally come across Myst after replaying it with a friend. I could have sworn I’ve done something more “reviewish” since I basically mention Myst in every other blog post I do, but I guess not? Maybe this site started after I played the remake. So this is going to be less of a formal Review and even more rambly than I usually do since everyone knows I love Myst and will recommend it to everyone anyway. The remake is great, go play it and immediately go into the options to turn on the FMV because it beats the 3D models. The rest of this isn’t spoilery but won’t make sense to anyone that hasn’t played it.

I just replayed the game with a friend over Discord, they had never played Myst before, and this gave me an opportunity to finally play the Rime age that was added last year. The Rime age was originally added to realMyst and appeared in realMyst Masterpiece Edition as well, but did not ship with this Myst remake. Previously it was a very tiny age that you get after you complete the game, something that’s just a nice little treat and you can play through in 15-20 minutes. It’s been heavily reworked and expanded to add more backstory and build on the relationships between characters in the game. Something that’s fun about it is how much closer it is to the style of puzzle design you see in Riven, where everything feels like it’s part of a real world. As much as I love Myst, sometimes the puzzles and even some Ages feel more like puzzles or places just built because they look cool and a fun place to walk around in. By the time they got to Riven they had started to think a lot more about what a fictional world with its own rules would be like to walk around in. The new Rime age was a delight to explore and with development of new games slowing down at Cyan because of financial issues and the industry as a whole collapsing, I treasure every new bit of world design we get from Cyan.

It was also fun to see that my friend enjoyed it in our playthrough. I think. Or they were just being very polite. I think the design of the game largely holds up. The only Age that I kinda lose interest in is Selenic, where the maze goes on quite a bit longer past the point of “ok, I get it.” I think the Mechanical Age is what I have in mind when I think about the worlds that are built around looking neat rather than a real place that people could live in like later Myst games. Playing this over Discord really does highlight how much the adventure game genre is meant to be played with friends. Even when neither person knows what to do next, it helps to have someone to bounce ideas off of or just to have someone to talk to while dealing with the tedium of trying various bits. Most of the time when I played adventure games with this friend, it’s usually pretty awful FMV heavy adventures during the holiday season, so it was nice to play something that I consider to be good. It’s also one of the very few genres that can be played over Discord, where one person controls everything and the other player can sit and talk and take notes if they want.

At this point, this is the version of the game that I would recommend to others. I think the optional subtitles go a long way to helping with the sound puzzles that a lot of people struggle with, especially if you’re a bit tone deaf like I am. It also still feels very snappy, which isn’t lost from the move away from nodes in a Hypercard game. I think you kinda need to turn on the FMV, an option in the menu, because the default 3D models aren’t great and the FMV acting is charming to me. Even though this post is more of a ramble of thoughts and not really a review, I do think the soundtrack also deserves a shoutout. It’s wild that they were hesitant about adding a soundtrack until the publisher pressured them, and immediately realized it added so much to the game.

Finally, I should probably add that Cyan allowed the Video Game History Foundation to scan and archive everything they had and that’s all available here. It’s an incredible collection of Behind the Scenes materials and it’s wild how much they preserved, even company picnics!

Anyway, Myst is great and Cyan is my favorite developer.

Myst is available on Steam/GOG/basically every other platform for Windows and Mac.

Spy Fox in “Dry Cereal” thoughts

Developer: Humongous Entertainment
Publisher: Humongous Entertainment
Year: 1997
Genre: Adventure
System: Windows

Something that’s been a lot of fun as my kids continue to grow has been revisiting games from my childhood. The most recent one has been Spy Fox in “Dry Cereal,” a point-and-click adventure by Humongous Entertainment. In the first Spy Fox game you play as a spy (who happens to be a fox, as it says on the tin) that rescue the world’s cows and stop William the Kid (a goat) from stealing the world’s supply of milk. Like everything else by Humongous Entertainment, this was a delight to revisit with my kids.

spy fox and another character dancing, he is standing on her upraised arm. They're on a boat.

The game features the great art and animation you would expect from the studio. Everything still looks great today and the only real bummer about the current state of HE releases is that I do think they would look better at an even higher resolution. But at the same time I feel like that risks being twisted into something awful and we get an AI upscaling everything, so I’ll happily settle for how they look from the 90’s.

It’s also been fun seeing how carefully HE rolled out adventure games for children of all ages. Putt-Putt, Freddi Fish, and Fatty Bear were created for very young kids, 3-8 year olds, Pajama Sam is advertised for that age group too but I would argue is for an age range that is one year old, and Spy Fox is for 5-10 year olds. It’s just a tad bit more difficult than the rest of their adventures but roughly follows the same format and there being a core goal you complete through adventure game solving, one or two mini games you can play on the side, and possibly a real time sequence. I personally think the timed reaction sequences aren’t great and would remove them, but I think the rest of the game works.

The puzzles are trickier than what you would see in Putt-Putt and makes the game take longer to complete, but I don’t think it’s anything impossible for older kids. I think the only bit during the puzzle solving that doesn’t work for me is that Spy Fox has a limited inventory space for gadgets and to try other gadgets, you need to return to your HQ to swap out what you have for other gadgets. It’s a slog. I get why this approach was taken, the alternative is to just get everything and the HQ becomes a lot less interesting after that, but I maybe would have had other reasons to return to HQ and just let them have it all. Other than that though, I think the puzzles are interesting and it’s kinda fun that they start to introduce the idea of note taking to kids in this game.

Anyway, it’s a good game. I don’t know if I would recommend it to grownups to play by yourself but my kids loved it and I had fun playing it with them.

Spy Fox in “Dry Cereal” is available on Steam, Switch, PS4, and mobile platforms but ScummVM support means you can play it on basically everything.

lil’ Henry and Penny’s Big Adventure Pack thoughts

Developer: Bennethon
Publisher: Bennethon
Year: 2025
Genre: Adventure
System: Windows/Mac/Linux

a little boy in a garage working on a pine derby car

lil’ Henry and Penny’s Big Adventure Pack is a collection of three short point-and-click adventure games where you play as two children named Henry and Penny. I saw someone sharing a post about this one and it looked really cute since the games were developed with, or at least voiced by, the designer’s kids. The games themselves are traditional adventure games, they use a modified version of the Scumm verb bar that only has four verbs, and you doing your typical adventure game stuff where you pick up items and use them elsewhere. The game has a nice option to make them more playable for young kids by having the player character read the verb when you click on it.

Where the games really stood out for me was in how charming the voice acting and art was. The kids were a lot of fun to listen to and my kids (6 and 8 years old) loved playing too since they thought Henry and Penny were funny. The games outside of the voice acting are good of course, but it was their voice acting that made my kids excited about the games and willing to try out the verbs on everything to see what they would say. The cartoon art is cute too and reminded me a bit of early AGS games, which I mean as a compliment.

Each game increases in difficulty and length but overall the entire collection will take about an hour to play through. The first one is the shortest and just has you playing as the boy Henry, but the two after that have you switching between the two kids to solve puzzles, which I guess means it’s a Gobliins-like? I can’t speak for how much this collection may appeal to people without kids but I found them to be a great collection to play with mine. I’m currently working on a Playdate game with my kids and it’s fun seeing other parents including their kids in game dev and making silly stuff together.

lil’ Henry and Penny’s Big Adventure Pack is available on Steam.

Many Nights a Whisper thoughts

Developer: Deconstructeam, Selkie Harbour
Publisher: Deconstructeam
Year: 2025
Genre: Adventure
System: Windows

someone sitting by an alter with a braid hanging through a hole and prompting to if you want to accept the wish

Many Nights a Whisper is a short (about 60 minutes) third-person archery game where you play as the Dreamer, an archer who must make an incredibly long shot into a massive chalice to grant the wishes made by people in your community. During the day you can make practice shots into closer chalices to get better at archery and at night you listen to the anonymous wishes from people and choose to accept them or not. You repeat this cycle for a few days as your mentor makes your bow stronger, until it’s the big day where you have one chance to make your big shot.

I finally picked this one up because I had seen it on a few End-of-Year lists and I’m glad I did. I can’t really say anything more insightful than what a much better writer at an outlet like Rock, Paper, Shotgun can but it’s a lovely game. The game does a very nice job of mixing lighthearted wishes with heavier ones, and never feels like it’s punishing or judging you for the wishes you choose to keep or leave. In some ways it kind of reminds me of a solo tabletop rpg where it will prompt you for your thoughts and make you think about your choices, but never gives you a definitive “you have chosen wisely” statement. I was surprised that the game has a final shot that you only have one attempt at and need to replay the game to try again. Obviously I made it because I am a Real Gamer (I hope my sarcasm is clear here) but even if you do, to continue the solo ttrpg comparison, the game does not do an extended epilogue telling you about the wishes you accepted and what happens. It leaves this all to you to think about and I think that’s part of why this game works so well for me.

I appreciate that all the actions seem to have some heft to them too. Cutting a braid to accept a wish requires you to hold down a button for a second or two before letting go to cut it. When you’re practicing to shoot arrows, the longer shots take a few seconds to fully pull back on the bow and let go, with you watching the arrow fly through the air for a while to see if it hits its target. It all helps make that final shot a lot more tense, when you need to pull back on the bow all the way and make sure everything is all lined up before letting go.

It’s easy for me to recommend Many Nights a Whisper. It’s a very short adventure game/interactive fiction that can be experienced in under an hour, longer if you want to replay it, and very affordable at $3.

Many Nights a Whisper is available on Steam and Itch.io

Landlord Quest thoughts

Developer: katbrush
Publisher: katbrush
Year: 2025
Genre: Adventure
System: Windows

a man in an office saying "Perseverence: If you can believe a sports car, you can achieve a sports car"

Landlord Quest is a short point-and-click adventure game where you play as a landlord who must do a task for one of your tenants but as expected in a comedy adventure game, this goes off the rails very quickly. It features multiple endings, with an extended ending if you do all the goals and max out your Landlord Score, but all of them are “good” unless you like landlords for some reason. It’s always a little goofy to try to write a longer review for any game that’s 30-45 minutes long but I wanted to write some kind of log since I thought it was a fun adventure game and always appreciate when a point-and-click adventure takes an anti-capitalist stance. It’s definitely not a pro-landlord game.

It features all the stuff you would want in a comedy adventure like good jokes, puzzles that are fair, and a mini game as well. The only criticism I have is that some of the inventory items are used in an odd way for the 9-verb scumm interface, with you generally clicking on the item itself and then the object you want to use it on and not clicking the Use verb first, but once you figure it out then it’s not a big deal.

The art is very nice too. The verb panel has the aesthetic of early Windows and I was really impressed with the animation, especially for a solo dev project. It’s good stuff! Sometimes it’s nice to just play through a short adventure game in one sitting and watch a landlord eat shit. It’s only $2 too! Other than the content warning of a possible violent suicide depiction not being for some folks, I feel very comfortable recommending it to adventure game fans who want a short comedy adventure. It’s available on Steam but if you buy it on Itch.io then you get the files to run it in ScummVM, making it playable on basically every platform.

Landlord Quest is available on Steam and Itch.io.

Indie Game Roundup (November 11, 2025)

The almost daily indie game roundups continue as I attempt to cover all the games I think are neat. People keep insisting on making games though so the list keeps growing! If you enjoy today’s post, consider buying Geeky Jay a coffee to help cover some bills they recently got.

Today’s Games

a motel at night

TRIPtych (Itch.io) is a short walking sim where you explore various places at night during a road trip and I thought it had nice vibes. I think this game was made for a class? I’m currently making a game for a group project in a class too so I feel compelled to put this one at the top today because it’s a weird way to make games.

two guys in the woods, one is stuck in a tree

Julia Minamata, creator of the wonderful adventure game The Crimson Diamond, just released a fan game for Over the Garden Wall (Itch.io) that reunites creator Patrick McHale, background artist Levon Jihanian, musicians The Blasting Company, and Elijah Wood is back as Wirt. Can something be considered a fan game if the original creator is involved? Anyway, it’s a great, short game.

a robot with a staff overlooking a chasm

Hypogea (Steam) is a 3D platformer where you are a robot that must escape from a giant underground structure. The game itself reminds me a lot of something you would see in the early 00s. Not just the graphics, but just the general feeling of it being something you would see on a CompUSA shelf during that time, which I 100% mean as a compliment. The game itself is a platformer but I really think a lot of adventure gamers would enjoy it too because of the puzzle solving and storytelling being done without words. There’s a demo if you want to give it a try.

Go Kart Island (Steam) is an open world kart racer where you can explore an island and do different types of racing events. The character design in this kinda reminds me of the characters in the old shareware game Wacky Wheels. A demo is available too.

a underground cavern with small monsters and rocks filled with worms

Farewell (Itch.io) is a challenging free platformer where you must dig down through an abandoned mine to cure a plague. You have a limited time because of your torch and must buy powerups or find pickups to extend the life of your torch to get to the end.

Puzzle Depot (Steam/Itch.io) is a sokoban-like set in a post-apocalyptic world and features lots of nice pixel art. The game has a demo if you want to try it out.

Crowdfunding

A few folks are currently doing crowdfunding for their tabletop rpgs. Heart of Glass is a mini-campaign for the synthwave inspired ttrpg Street Wolves. Apocalypse World: Burned Over is the 3rd edition of the incredibly influential post-apocalyptic ttrpg. Both have already hit their goals too and will be happening.

That’s it for today’s post. Always feel free to let me know through here or email if you’re working on a game and it doesn’t use AI. Also consider adding this blog to your RSS feed reader

Indie Game Roundup (October 30, 2025)

Yes I know I just did one of these a few days ago but I’m sad about real life stuff so I’m doing another. There’s a few Halloween appropriate things too since I thought it would be good to mention those before tomorrow and the list of things to post about has already grown a ton in the last couple days so here we are. If you enjoyed this post, please donate money to support Jamaica in the aftermath of Hurricane Melissa.

someone in a ghost costume collecting candy at night

Sugar Ghouls (Itch.io) is a cute browser collect-a-thon where you run around collecting candy while avoiding monsters. It has some really nice PS1 inspired art too. I also recommend checking out soda raptor’s Itch page if you want more games with a PS1 aesthetic and game recommendations from them.

Slop (Itch.io) is a short horror Twine game and the exciting thing about this one is that it’s meant for three players over voice chat. I always get excited about multiplayer interactive fiction.

Barbarians (Itch.io) is a Pay-What-You-Want strategy game for DOS where you need to defend your empire from barbarians. It’s also available for the ZX Spectrum.

first person view of someone exploring low poly fantasy environments

Gorgon’s Garden (Itch.io) is a short, free horror game about exploring a dead MMO and forum devoted to it. I will always get excited about games focused on dying/dead MMOs.

a person running through a snowy field with lots of fences

Ron Gilbert’s newest game Death By Scrolling (Steam) is now available. It’s an arcade game with roguelite elements where you explore purgatory and collect gold by killing monsters. The screen is constantly scrolling upwards and you occasionally have to avoid the grim reaper, who is chasing you. I’ve been really enjoying this game. I love the pixel art and as someone that bounced off Vampire Survivors, I don’t think it actually has much to do with that game other than the auto attacking. I’ll probably write more about it later but I really like it.

two people talking in a forest and someone saying "School of Childonia. It's where we learn and share knowledge"

I don’t know a whole lot about the action rpg Stray Children (Steam), which just came out today, but it’s by the Moon and Rule of Rose devs and people love those so I think it’s worth a mention.

Microvania (Steam) looks like a lovely small retro-inspired Metroid-like and it has a demo if you want to give it a shot too!

a low poly woman on the roof of a building at night

Greek Tragedy (Steam/Switch/Playstation/Xbox) has also just come out today after being in development for a few years. It’s a survival horror game where you must survive a college campus that has been overrun with cultists.

a screen filled with blocks that look like pedestrian lights

I haven’t had the chance to try it yet but I’ve seen a lot of praise online for シンゴウブレイカ SINGOU BREAKA (Steam). It’s a puzzle game where you destroy blocks modeled after pedestrian lights. It has a demo too if you want to give it a try.

Simon the Sorcerer Origins (Steam) is now out after being in development for a while. It’s a prequel to the Simon the Sorcerer adventure game series. I’m not the biggest fan of the games but a lot of people are and the art in this looks nice too.

a boy in a workshop

lil’ Henry and Penny’s Big Adventure Pack (Steam) looks really cute. It’s a set of short point-and-click adventure games that the developer made with his kids, with voice acting and options to make adventure games more accessible to kids too. More people should make games with their kids. I think it’s a lot of fun.

A few folks have said it’s the year of the ninja in games but 2025 is actually the Year of the Egg between the twin stick shooter Evil Egg (Steam), Terry Cavanagh’s free browser game Egg (Itch.io), and Dizzy’s corpse making a cameo in Lumo 2.

And last but not least, the free zine ChoiceBeat #15 is here, featuring news and reviews of interactive fiction and visual novels.

Unpacking

Developer: Witch Beam
Publisher: Humble Games
Year: 2021
Genre: Adventure
System: Windows

isometric view of a dorm room with a desktop pc

I think at this point everyone has heard of this one. It’s a game released in 2021 where a story is told through a series of relaxing puzzles where you unpack boxes in a new home and need to fit all your stuff in each room. This is one of those games that had been sitting in my backlog for a while despite it being relatively short. I think everything about this game has been covered by folks smarter than me but I did enjoy it. It’s one of those things where there had been so much universal praise for it for years that when I finally got around to it, my first thought was “well yeah it’s good but that’s it?” It’s not fair to the game but it’s so simple and straightforward that I had expected there to be more to it when I finally played it. In fact, if I did have an actual criticism of it, it’s that I had felt like I had “got it” after I played just a few levels. I remember people complaining it was too short at the time but I think it would have become a slog if it was longer.

Anyway, glad I played it. Sometimes you like a thing and think it’s very good, just not as much as everyone else. Like everyone says, it’s a good time and the pixel art is fantastic. Something I didn’t expect would be that my 5 year old would see me playing it, ask to try it out, and fall completely in love with it. She now says it’s one of her favorite games.

It was fun looking up the studio and seeing that they had made Assault Android Cactus+, which I think is brilliant and deserves to be just as popular as Unpacking. It looks like they have one game I haven’t played yet, Tempopo, which was released earlier this year. I’ll have to check that one out too given that I’m a fan of their other work.

Unpacking is available on basically every platform.

Ween: The Prophecy thoughts

Developer: Coktel Vision
Publisher: Coktel Vision
Year: 1992
Genre: Adventure
System: DOS

two weird humanoids with giant mustaches saying "We're UKI and ORBI"

To be a fan of French DOS games is knowing that mechanically the game may not be the tightest thing, but it could be weird enough and take enough swings to be worth it. Some of my favorite games are French DOS games and include: Alone in the Dark, Little Big Adventure, Lost Eden, and The Bizarre Adventures of Woodruff and the Schnibble. I’m a huge fan of Coktel Vision so it was unfortunate that I mostly found Ween: The Prophecy to be a frustrating experience.

The game has a plot about you stopping an evil wizard, but it’s mostly an excuse for you to move to various rooms, in an almost puzzle room level-based format, and solve the various inventory puzzles before moving on to the next room. This is one of those games that quickly wraps up with a block of text when you beat the final puzzle. Unfortunately I frequently found these puzzles to rely heavily on moon logic or sometimes broken, which meant mostly doing trial and error and trying every item on everything, or just pulling up a walkthrough because I got tired of the sluggish response from every action. I took notes while playing and there’s many instances where I just did not understand what was happening in the game or instances of me trying an action, checking a walkthrough to see that I was doing the right action, but was just not trying it enough times for it to actually work. The entire game consists of these inventory puzzles so the game quickly became a huge slog to play. There are one or two points where there are multiple solutions, but those were the only clever bits in the game’s design.

an illustration of a boat and text at the bottom saying "Bad idea..."

Even worse than a game consisting of trial and error puzzles is that the game tells you that you had a bad idea, or that your character is getting frustrated, or something isn’t working. It’s aggressively hostile in a genre called Point-And-Click Adventure, where you often just want to click on something to get a description or to see what happens. Instead of either of those things happening though, you are just scolded. It’s immensely frustrating to play an adventure game where you are actually discouraged from clicking on things. I wasn’t even trying to solve a puzzle. It is just common practice to play around in an environment and click around but this is a game that does not want you to do that. I suppose to the game’s credit, I didn’t come across any softlocks.

It’s so frustrating that the game is so unfun to play because the parts surrounding it are nice. Like just about every other Coktel Vision game, I like the art and music. Charles Callet does a fantastic job on the soundtrack like he did on every other game he worked on. There’s also some really weird FMV in here that other people online seemed to find disturbing but I liked how weird it was. The weirdness is why I usually play French DOS games.

So unfortunately, I can’t really recommend this game. I generally love Coktel Vision’s games, even when the gameplay is a bit clunky like in Inca, because there’s usually a lot of really interesting stuff going on and the game has something to say. Ween: The Prophecy just does not have enough to justify playing through the game.

Ween: The Prophecy is not available for sale anywhere but is probably on your favorite abandonware site and playable through ScummVM.