u/BananaTie

[Amiga][1992] Vaguely remembering a puzzle game - isometric point'n'click

Way back in the mid-1990s, I got my hands on a puzzle game for the Amiga that I just can't remember the name of. I would love to play the game again but after manually looking over the 5000+ games on https://www.lemonamiga.com/ and other places, I have not found the game.

It is my hope that my vague description below can trigger someone's memory and help me identify the game.

Here goes:

  • The game was a puzzle game like Gobliiins, Pushover and Lemmings, but with a big humor-aspect, puns and gags.
  • It had to do with little "people" navigating a maze and avoid the "bad guys"
  • The story was something about the "good guys" domain had been invaded by their evil counterpart that hated... colors and happiness (I think)
  • The task for each level was to bring a group of "good guys" from one end to the other and avoid being discovered by the "bad guys". The minimum number was a given goal and you god points for how much health each person had at the end of the maze.
  • The "good guys" could be controlled individually.
  • The graphics was "cute" and in the same kind of style of Pushover, but more detailed.
  • The mazes were larger than the screen would be able to show, so the isometric view would scroll around as needed (up, down, left, right).
  • The mazes were grouped in "themes", like "nature", "industrial" and "space" (and several more as far as I remember - the exact names are probably wrong, but the essence of the themes are there). You would have to play through one "theme" before going to the next. "Space" was the last one I remember I got to.
  • There was something about "puddles of colors" that would change the abilities of the playable characters - or kill them, depending on the color.
  • The little characters would comment on everything you did, like if you made a character walk over a set of spikes on the floor, he would go "Oow... Agony of de'feet". So a lot of puns, for every action taken, all the time.
  • The gameplay involved teleporters, gates and doors, traps (lightning, rolling rocks, holes etc.) and color/ability changing "things".
  • As the game progressed, the "bad buys" abilities for discovering the "good guys" evolved, like the available color-abilities of the good guys would evolve.
  • The "good guys" were unable to attack or defend themselves directly. They could only interact with the maze itself. The "bad guys" had several ways of detecting and attacking the "good guys" directly.
  • In the example for the "Agony of de'feet" pun from before, the single good guy had temporary been rendered invisible and had to walk past the "bad guys", over a set of spikes, to get to the opening mechanism for the alternate route for the other guys you needed to get to the exit. It did annoy me a great deal that I had been unable to find a solution to that maze that required me to let the one "good guy" step on the spikes and loose a little health, making it impossible for me to finish the maze with a perfect score.
  • I do not remember any music from the game and it might just all have been background sound effects during the game play.
  • I do not remember there were a time limit to each of the mazes, but I believe there were a point bonus for finishing a maze before a given time.
reddit.com
u/BananaTie — 2 days ago
▲ 8 r/amiga

Vaguely remembering a puzzle game - anyone remember the name?

Way back in the mid-1990s, I got my hands on a puzzle game for the Amiga that I just can't remember the name of. I would love to play the game again but after manually looking over the 5000+ games on https://www.lemonamiga.com/ and other places, I have not found the game.

It is my hope that my vague description below can trigger someone's memory and help me identify the game.

Here goes:

  • The game was a puzzle game like Gobliiins, Pushover and Lemmings, but with a big humor-aspect, puns and gags.
  • It had to do with little "people" navigating a maze and avoid the "bad guys"
  • The story was something about the "good guys" domain had been invaded by their evil counterpart that hated... colors and happiness (I think)
  • The task for each level was to bring a group of "good guys" from one end to the other and avoid being discovered by the "bad guys". The minimum number was a given goal and you god points for how much health each person had at the end of the maze.
  • The "good guys" could be controlled individually.
  • The graphics was "cute" and in the same kind of style of Pushover, but more detailed.
  • The mazes were larger than the screen would be able to show, so the isometric view would scroll around as needed (up, down, left, right).
  • The mazes were grouped in "themes", like "nature", "industrial" and "space" (and several more as far as I remember - the exact names are probably wrong, but the essence of the themes are there). You would have to play through one "theme" before going to the next. "Space" was the last one I remember I got to.
  • There was something about "puddles of colors" that would change the abilities of the playable characters - or kill them, depending on the color.
  • The little characters would comment on everything you did, like if you made a character walk over a set of spikes on the floor, he would go "Oow... Agony of de'feet". So a lot of puns, for every action taken, all the time.
  • The gameplay involved teleporters, gates and doors, traps (lightning, rolling rocks, holes etc.) and color/ability changing "things".
  • As the game progressed, the "bad buys" abilities for discovering the "good guys" evolved, like the available color-abilities of the good guys would evolve.
  • The "good guys" were unable to attack or defend themselves directly. They could only interact with the maze itself. The "bad guys" had several ways of detecting and attacking the "good guys" directly.
  • In the example for the "Agony of de'feet" pun from before, the single good guy had temporary been rendered invisible and had to walk past the "bad guys", over a set of spikes, to get to the opening mechanism for the alternate route for the other guys you needed to get to the exit. It did annoy me a great deal that I had been unable to find a solution to that maze that required me to let the one "good guy" step on the spikes and loose a little health, making it impossible for me to finish the maze with a perfect score.
  • I do not remember any music from the game and it might just all have been background sound effects during the game play.
  • I do not remember there were a time limit to each of the mazes, but I believe there were a point bonus for finishing a maze before a given time.
reddit.com
u/BananaTie — 2 days ago