
As an example, there is one puzzle where a character hides a red ball under three cups and shuffles them around. Other puzzles are completely random and nonsensical, especially in the first and last nightmares that feature more independent challenges. Since the number of movable objects on screen is few, the puzzle solutions are easy and bring no satisfaction. Solving puzzles is just a matter of pulling at everything. And for objects, it is not clear if dragging something will result in any change, nor is it obvious how far things need to be pulled or pushed before something gives way. Moving the boy is tedious because it just means holding the mouse button for long periods. This control system occasionally builds a more tangible connection with objects, but it also results in clumsier movement and imprecise interaction. This extends to most puzzles, as many things are fused together and must be ripped apart or pulled sideways, including levers and limbs. Rather than a traditional point-and-click system for movement and interaction, the game defaults to a click-and-drag method. Moving the boy across the screen is done by dragging him with the mouse. The shift to violent horror also means the adventure is less amusing than Amanita’s previous titles. The ‘scariest’ parts are when the game flashes abrupt and high-contrast screens like it’s trying to incite an epileptic fit, but these are just annoying. Even when the boy’s head is removed, he merely rolls forward until the rest of his body is relocated. When something big and mean gives chase, the game takes control and you just sit and watch. Part of this is because there never seems to be any danger. While this sounds gruesome, the game is rarely scary or unsettling. Even a giant smiley face will need to have its eyes plucked out. Little heart-people will explode after you take away their favorite items. Bunnies must be force-fed carrots and then cut in half. There is plenty of cartoon blood, and the tasks the boy must perform are rather sadistic. The boy’s nightmares evoke a more violent theme than Amanita’s typical weird. Like Chuchel’s hunt for the cherry, the goal is simple and there is not much story that connects each nightmare, in what is essentially a mosaic of weird but simple puzzles. Each scene throws up an obstacle or has items/characters that hold the personal item hostage temporarily. He will pursue a ball, a rabbit toy, and a dog through random and frequently unconnected scenes. The boy (you) must then follow the stolen item across the screen and try to regain ownership. Each nightmare preys on the boy’s fear of loss, by taking away something precious.


The nightmares seem to be generated by a menacing smiley face that enjoys inflicting torture.

FUN HAPPY GAME SERIES
Happy adventuring to you.Happy Game begins with a boy entering a series of nightmares. There's a new demo available there on Steam at the moment as well.

You can find Happy Game over on Steam where it will launch later this year. Then again, Happy Game feels just like the right game to accompany you during the rainy days of grey autumn, and we hope you won’t mind the extra waiting too much." "Unfortunately, we were unable to make it happen in spring as we initially announced, but in order to deliver the best possible Happy Game, we’re going to need these extra few months to add some more blood and fine-tune the screeches. Happy Game was originally announced for release this spring, but Amanita have made a delay announcement alongside the new trailer. Lots of messed up stuff in there, but for my money the angler fish like smiley monster is probably the worst, luring you in to its grabby hands and bloody mouth with the promise of a cuddly stuffed bunny. It sure is a sickly-sweet color palette for bloody smily faces and guillotines.
