Main game
3.78 average rating based on 336 ratings
It had been years since I originally played this, so I just revisited it. It is just a sprawling world (for the point and click genre), and has classic Ron Gilbert puzzle dependency chart gameplay. I appreciated the puzzle logic, 90% of it logical if you just think “what would I do in this situation”. Exception - near the last 1/3rd it got insanely difficult, and it kinda ruined a lot of the momentum for me. Had to milk the hint line there.
But comparing this to the original Monkey Island, it is much much less frustrating and much more clever/logical.
The story is ok, the dialogue is great.
A good time and definitely worth a play through!
Playtime: 1h4m
Review
Thimbleweed Park is a modern point & click adventure with those terrible word walls they used to have (e.g. "open", "use", "pick up"). Right-clicking sometimes performs the action you want to perform, but rarely. Aside from that annoyance the game also has ultra low resolution graphics, to the point where you often can't even tell what an item in your inventory is supposed to be.
The story and dialogue are mildly amusing at best, and usually "just there". The worst part i played through was where you play a mean comedian who insults audience members to the point where they cry. I pushed past that and tried to get into this, but i just stopped caring.
Y'all, this is a fantastic game, and if you like point and clicks in any way, you should play it. It's a PNC, so you know the drill, made by the original Lucasfilm crew, using (I think? some variation of) the SCUMM engine. It looks great, the soundtrack is moody and incredible, and it's hilarious throughout. Puzzles are 98% just right, but there are a few dumb stumpers in there. It's just a really thoughtful, fun, funny game, with a surprisingly touching ending.
I'm taking one star off for the couple ridiculous puzzles, and the main offender of any displeasure in the game - traveling. It takes a long time to get everywhere. Eventually, you get a map which, they don't really tell you, but you can use to "fast" travel. I figured this out eventually, but that still left four characters having to hoof it everywhere. Within the last few chapters, I learned
I'm also incredibly proud to announce I found every single "speck …
Y'all, this is a fantastic game, and if you like point and clicks in any way, you should play it. It's a PNC, so you know the drill, made by the original Lucasfilm crew, using (I think? some variation of) the SCUMM engine. It looks great, the soundtrack is moody and incredible, and it's hilarious throughout. Puzzles are 98% just right, but there are a few dumb stumpers in there. It's just a really thoughtful, fun, funny game, with a surprisingly touching ending.
I'm taking one star off for the couple ridiculous puzzles, and the main offender of any displeasure in the game - traveling. It takes a long time to get everywhere. Eventually, you get a map which, they don't really tell you, but you can use to "fast" travel. I figured this out eventually, but that still left four characters having to hoof it everywhere. Within the last few chapters, I learned
I'm also incredibly proud to announce I found every single "speck of dust" on my own. :)
My favorite game of all-time is Maniac Mansion, so I'm the ideal audience for Thimbleweed Park, which is made by Maniac Mansion's original designers, Ron Gilbert and Gary Winnick. Thimbleweed Park is a love letter of sorts to the point-and-click adventure games that Gilbert and Winnick made almost thirty years ago, while also trying to push the genre further than it has gone before. Yet as someone who has played through his fair share of point-and-click adventures over the years, from the Telltale Games to games like Oxenfree, Thimbleweed Park is certainly ambitious, but it might also bite off more than it can chew.
Thimbleweed Park begins as a murder mystery, as a dead man is found and two government agents are brought in to investigate. But as this investigation expands and the player explores this small town, the options become greater, the world becomes much larger than expected, and the amount of characters the player is controlling at once is often overwhelming. Once this game gets rolling, the player is controlling five different characters, each with their own expansive to-do list, in a world that is almost too big for its own good.
At first, …
My favorite game of all-time is Maniac Mansion, so I'm the ideal audience for Thimbleweed Park, which is made by Maniac Mansion's original designers, Ron Gilbert and Gary Winnick. Thimbleweed Park is a love letter of sorts to the point-and-click adventure games that Gilbert and Winnick made almost thirty years ago, while also trying to push the genre further than it has gone before. Yet as someone who has played through his fair share of point-and-click adventures over the years, from the Telltale Games to games like Oxenfree, Thimbleweed Park is certainly ambitious, but it might also bite off more than it can chew.
Thimbleweed Park begins as a murder mystery, as a dead man is found and two government agents are brought in to investigate. But as this investigation expands and the player explores this small town, the options become greater, the world becomes much larger than expected, and the amount of characters the player is controlling at once is often overwhelming. Once this game gets rolling, the player is controlling five different characters, each with their own expansive to-do list, in a world that is almost too big for its own good.
At first, Thimbleweed Park avoids the point-and-click logic of LucasArts games that makes players try weird combinations of items to solve puzzles. It's almost as if Gilbert and Winnick are trying to make puzzles that can be answered with real world logic. For example, early on if you need a nickel, you'll find a sign that says "bottles exchanged for 5 cents" at a convenience store. You find a bottle, bring it in, get a nickel. Simple as that. But the further the game goes on, the more difficult and out-of-the-box these puzzles get.
While I'm genuinely impressed that Thimbleweed Park can balance as many characters, items and stories as it does, these puzzles can muddle this experience, and make it hard to figure out exactly who is supposed to do what and with what items. Again, this is standard point-and-click adventure logic, but with more moving pieces than I've ever seen in an adventure game, it can be a lot to manage at times.
Very often, Thimbleweed Park feels like a natural progression as to where the genre that made Maniac Mansion would go: bigger, more ambitious, and with more options. But I admire the smaller scale that adventure games often adhere to. Even Telltale's Walking Dead franchise limited your character to only a few locations at once, and a smattering of items. Thimbleweed Park took me twelve hours to complete, and I would've preferred this game was split into two parts, since there's a distinct moment where the story breaks into a whole new direction.
I do wonder how enjoyable Thimbleweed Park would be for someone who didn't know point-and-click adventures from decades ago. So much of my enjoyment of this was the massive amounts of Maniac Mansion and Money Island references thrown throughout the game, and even knowing those games makes some of these puzzles easier to solve. This game can be extremely fun when you know what Gilbert and Winnick are going, but I imagine kind of strange without that knowledge.
I find the ambition that Gilbert and Winnick bring to point-and-click adventures to be daring and a cool example of how big and bold the genre can still go. Yet I don't know if I want adventure games to go in this sprawling direction. Thimbleweed Park is almost too expansive and too large for its own good. It almost feels like there should be a middle ground between something like Thimbleweed Park and Maniac Mansion that doesn't currently exist. I'm so glad that adventures games like this are still being made, but I do think they'd find greater success on a smaller scale than this.
I have to give this a higher rating than my actual enjoyment of it. It is by all accounts a point and click adventure, in every traditional sense. It tested my patience a lot, and I found myself wanting to get through story without realizing that the story wasn't really the point by the end. It's the little discoveries and satisfaction of figuring out solutions. Rushing through that diminishes what the game is trying to do. So I commend it for doing that, and it's clear that a ton of work went into making this as genuine and detailed as possible. This game has a lot of heart, which is an especially great quality for a video game to have. While the long-foreshadowed 4th wall breaking at the end didn't exactly live up to my expectations I had set in my head, in a way it fit the tone of the game nicely and was a cute way of wrapping it all up.
Thimbleweed Park is an alright enough adventure game - the UI is straight from 1990 (think Monkey Island - a verb matrix), which is clunky but not too bad. It looks quite nice and the central conceit- of switching between many characters- is neat.
I just can't deal with the writing. Too much reliance on fourth-wall breaking, and many gags fall flat. Make sure you can stomach the writing, as it is kinda important for an adventure game.
We finished Thimbleweed Park last night, after several nights playing it in our usual "tandem gaming" style. Everything about this game seems tailor-made for me, and I love so many of its parts; but I hated it for so much of my time playing it, and the ending didn't do anything to change my mind.
Some of my problems were very minor technical issues. Every time a character told me "I can't reach that" while I was running around on the map or trying to navigate through a scene transition felt like salt rubbed in a wound.
But my biggest problem was puzzle design in conflict with the multi-part game structure. So many times we were stuck trying to solve a puzzle that the game simply wasn't going to let us solve in the part of the game we were in. I think there's a good idea there; but if the game is going to give you puzzle components in an earlier part of the game, it needs to be very clear when you're done with those components.
We used the hint system quite a lot; but I generally didn't feel like it was that useful. Again, most of it …
We finished Thimbleweed Park last night, after several nights playing it in our usual "tandem gaming" style. Everything about this game seems tailor-made for me, and I love so many of its parts; but I hated it for so much of my time playing it, and the ending didn't do anything to change my mind.
Some of my problems were very minor technical issues. Every time a character told me "I can't reach that" while I was running around on the map or trying to navigate through a scene transition felt like salt rubbed in a wound.
But my biggest problem was puzzle design in conflict with the multi-part game structure. So many times we were stuck trying to solve a puzzle that the game simply wasn't going to let us solve in the part of the game we were in. I think there's a good idea there; but if the game is going to give you puzzle components in an earlier part of the game, it needs to be very clear when you're done with those components.
We used the hint system quite a lot; but I generally didn't feel like it was that useful. Again, most of it came back to pacing: the most helpful thing the HintTron ever told us was "you can't actually solve this puzzle yet"; which seems like evidence of something gone wrong earlier in the design.
My favorite sequences in the game were the flashbacks. There, the puzzle design shined by confining the scope to only things that could actually be done. In my opinion, the "parts" structure should have been used to do more of this; but, in stead, it felt more artificially limiting and confusing than anything.
Finally, since we were playing the game late, it was full of post-game distractions that would not have existed in the original build. We spent multiple nights tracking down tokens for the arcade and getting a high-score in one of the games, only to later find out that this had nothing to do with any terminal puzzles at all.
I want to like this game so much. I enjoyed Maniac Mansion. I've enjoyed a bunch of other LucasArts adventure games. I feel like this game shows that where Broken Age really needs more Ron Gilbert, Thimbleweed Park needs more Tim Schafer. Maybe that's just a convenient summation in my head that's ultimately vacuous and meaningless, but it's what I keep coming back to. Thimbleweed Park has really great technical scope, but feels purposeless to me. Broken Age has grand vision and ambition, but stumbles under its own weight. I wish the creativity between those two projects could come together to make timeless classics again.
Thimbleweed Park has a beautifully retro aesthetic and a mysterious fourth-wall-breaking story. It is on the hard side but the story and characters are fun. Don’t be afraid of hardcore mode, it flows much better. Full Review
It was ok. Not what I thought
So the game is well thought out.I played on difficult. Granted I managed but the connection to this or that made no sense to me or I missed something. Like when her dad helped her I felt more like I was assuming these steps and what steps were next ECT ???? More like I was following steps vs an actual story line so I would lose the plot. Just seem hard to connect the dots here and there. Nice game but didn't enjoy as much as everyone else did it seems. And the ending I figured out after the 2nd kidnap of agent Ray again.
This game tries to become too much at once and fails at everything at once. It could have been a great game if only the creators actually cared to make it good. The whole time I was playing this game, the only thought on my head was "god, when will this thing end" and it kept dragging on and on. The writing was simply TERRIBLE.
If you buy this game thinking that it'll be anything like Monkey Island, you are wasting your time and money.
This game started off so well and interesting! You had this dead body and this weird town, and it was up to you to navigate the areas by point-and-click methods to solve the murder. However, the story totally flipped around with multiple branches that go all over the place.
Gameplay: It's a point-and-click adventure, so depending on your method of play (PC, console, whatever), you walk around and click on things. Sometimes you also have to combine items, give items to others, use them, etc. If you never played this type of game before, it is pretty delightful. Overall, it should take about 10 hours to complete.
Story: I don't even know what happened with the story, honestly. I was pretty disappointed with a lot of unresolved or chosen resolved parts. The game is divided up into several chapters, some are short and some are quite lengthy.
Difficulty: There is Normal and Hard mode, but regardless, it does get pretty challenging once you get further into the game. The Hard mode involves more advanced steps to complete a task (e.g., a task you did in Normal takes two steps, the same task takes four steps in Hard) …
This game started off so well and interesting! You had this dead body and this weird town, and it was up to you to navigate the areas by point-and-click methods to solve the murder. However, the story totally flipped around with multiple branches that go all over the place.
Gameplay: It's a point-and-click adventure, so depending on your method of play (PC, console, whatever), you walk around and click on things. Sometimes you also have to combine items, give items to others, use them, etc. If you never played this type of game before, it is pretty delightful. Overall, it should take about 10 hours to complete.
Story: I don't even know what happened with the story, honestly. I was pretty disappointed with a lot of unresolved or chosen resolved parts. The game is divided up into several chapters, some are short and some are quite lengthy.
Difficulty: There is Normal and Hard mode, but regardless, it does get pretty challenging once you get further into the game. The Hard mode involves more advanced steps to complete a task (e.g., a task you did in Normal takes two steps, the same task takes four steps in Hard) and there are way more scenes to be had.
Characters: All the characters were distinctive and pretty interesting. There is a lot of overlap with character design (intentionally...), but each one has a strong personality they maintain throughout the story.
If you were a fan of the hey-days of Monkey Island and Day of the Tentacle, you will probably get a kick out of this. However, I wouldn't bank of really loving it too much, as I personally found the second half of the game pretty disappointing.
I went into Thimbleweed Park without any background information, and at first glance, I was pleasantly surprised to find an expansive game that had multiple characters, a huge town to explore, and an interesting murder mystery at its center. Two hours later, I found that my enjoyment of the game was pretty limited - jokes didn't work, puzzles started veering into frustrating territory, and the story was getting bigger with more characters rather than moving forward (perhaps 'bloated' is a more appropriate word). At this point, I decided to take a break and look at some of community discussions around the game. What I saw was not encouraging, especially coming to know that
this generally scratched the old Kings Quest itch, but I got stuck a few times toward the end and lost interest
Maniac Mansion was a defining game of my childhood. I was super stoked to hear about this game. Ultimately it didn't live up to my hopes for it.
I did really enjoy it for a bit. The call backs to Zak and Maniac were really enjoyable, but the game kind of drags and the ending is a bit of a let down. You may not have all your questions answered to put it lightly.
I don't regret my time with it, it seemed kind of easy to me, but maybe that is just the abundance of adventure game and escape rooms I have under my belt because I've definitely seen people complaining about difficult logic for some puzzles when I thought almost everything was almost too obvious. One of the three times I got stuck I just hadn't picked up something and the other two were slightly obtuse, but I ultimately got there after putting the game down and coming back to it....I wish that had happened more to be honest.
Day of the Tentacle is still the gold standard here.
This is a point and click adventure that feels just like a classic LucasArts game. That is no surprise, since the project is headed by Ron Gilbert, the Monkey Island and Maniac Mansion creator.
What surprised me the most is that even though I didn't find the game very funny, it didn't hurt my experience at all. It's instead quite charming and has more than a few heart warming moments. The puzzles are just the right level of difficulty on Hard for seasoned adventure gamers. And for newcomers there is a Casual mode that makes things less frustrating. Another thing that surprised me is that this is not a small adventure game, it's really long but I never got bored! I replayed Monkey Island 1 & 2 recently and none of them are longer than ten hours. Here I finished in at about 25 hours (exploring mostly everything) and even with a walkthrough I don't think I would have finished it in under 15 hours. There is lots of dialogue too good to skip through and there are many beautiful locations to explore.
Something that did annoy me in the beginning was the constant fourth wall breaking. Characters make many …
This is a point and click adventure that feels just like a classic LucasArts game. That is no surprise, since the project is headed by Ron Gilbert, the Monkey Island and Maniac Mansion creator.
What surprised me the most is that even though I didn't find the game very funny, it didn't hurt my experience at all. It's instead quite charming and has more than a few heart warming moments. The puzzles are just the right level of difficulty on Hard for seasoned adventure gamers. And for newcomers there is a Casual mode that makes things less frustrating. Another thing that surprised me is that this is not a small adventure game, it's really long but I never got bored! I replayed Monkey Island 1 & 2 recently and none of them are longer than ten hours. Here I finished in at about 25 hours (exploring mostly everything) and even with a walkthrough I don't think I would have finished it in under 15 hours. There is lots of dialogue too good to skip through and there are many beautiful locations to explore.
Something that did annoy me in the beginning was the constant fourth wall breaking. Characters make many comments about being in a game, that you don't have to save often like in Sierra adventures and so on. The longer I played, the more I liked these things though.
Overall I really recommend this game. The old adventure game magic is here in spades.
Thimbleweed Park finally finished .
2 meta 4 me .
I'm at the point when I'm already sick of this game but I wanna see the ending so I'm abusing the hint system.
I like adventure games, but I'm tired of trying every damn thing for every puzle and then discovering the solution was something that the game never hinted on.
This game is available for free from Epic Games until the 7th of March.
https://www.epicgames.com/store/en-US/product/thimbleweed-park/home
A great game for old (+30) fans of adventure games, with great voice acting and nostalgic graphics.
The only aspect that I didn't like was the forced progression at some points, effectively isolating the characters.
Completed on PC.
So I wanted to finish this before I really dive into Mario.
The credits rolled tonight, and I saw all of the character's endings. It's an awesome adventure game in this era. I did have to hit up the hint system a few times, but overall the puzzles are straightforward and fair (assuming you have a little bit of background playing adventure games). I think the comedy and writing are brilliant. I'm excited to see what Ron Gilbert comes up with next. He's been tweeting pictures of a 2D Zelda adventure type game recently. It'd be really cool to see his take on it.
I'll have more to say later (maybe, the baby keeps me away from writing real reviews).
I finished part 3 today. I walked around for two hours before using the help line because I couldn't find
People still like adventure games! @thimbleweedpark was the most popular game on Grouvee yesterday, and is in the top 20 for the month!