Can you elaborate? You are making a really strong statement of intent.
I tried to search ("monkey island 2 design criticism") for what you might mean, but I don't see any obvious description.
Can you elaborate? You are making a really strong statement of intent.
I tried to search ("monkey island 2 design criticism") for what you might mean, but I don't see any obvious description.
Give the jawbreaker to Blondebeard to loosen his gold tooth, then give him the pack of gum. When he blows the bubble with the tooth in it, pop it with the pin and the tooth will drop out. Get the gold tooth, then exit the shop. (To get the gold tooth on Mega-monkey, chew the pack of gum to get the chewed gum. Inhale from the helium balloon, use the gold tooth in the chewed gum and then chew the tooth in gum. It will float out the window of the shop and land in the mudpuddle outside. Use the pie pan in the mudpuddle to get the tooth).
You get the hang for these kinds of puzzles once you played a couple of them.
On the other hand what I hate most in adventure games are random logic puzzles to open a door or find out where you need to go next. This is usually a cheap way to slow the game down. Lucas Arts was guilty of this kind of thing after Ron Gilbert left in „The Dig“, too, which still was a great game nevertheless.