Chook & Sosig: Walk the Plank Presentation: This is the most striking feature of the game. I really like the dev, Tooki Palooki, as an artist, the cartoony style is original and truly awesome, the backgrounds are colorful, detailed and very pleasing to the eye. I can't imagine how much work must have gone into the graphics. The animations are simple but funny. The
soundtrack by
Nathan Cleary Music! is good (maybe not the most memorable one I've ever heard, but quite enjoyable and fitting for a comical adventure game about pirates). There are no voiceovers apart from occasional character-specific gibberish sounds, but it works well enough.
Story and Characters: The game uses a set of peculiar characters from previous freeware/PWYW games or demos by the dev that you can download from itch.io (I especially recommend the CYOA/visual novel
Chook and Sosig). You don't need to have played any of the other titles, the game shortly introduces these characters at the beginning, but they can feel a bit random, I guess, and even more so if you've never met them before. The premise of the story is that these characters are sitting around a table, playing a pen and paper RPG about pirates, and what happens in this P&P session is the actual game, with Sosig being the player character of the adventure and all others playing the roles of various NPCs that you meet (so they reappear in different guises). Occasionally the game shortly switches back to the table for the roleplayers to comment on things. Don't expect this to be a parody of RPG tropes though, it's its own thing and more about the characters. There is no actual plot apart from that, you just explore islands as a pirate and solve a couple of puzzles and there are two main goals, the accomplishing of either one ends the game (with a choice of 3+4 different finishing dialogues), but it wasn't perfectly clear to me that they will. As such, characters and story are amusing, but not all that memorable in the long run, it's more like casually playing around with a setting and seeing how specific characters behave in it. The setting and tasks do remind quite a bit of Monkey Island as is to be expected, but it's less intrusive than in your average point-and-click adventure hommage. There are no direct allusions to other games or out-of-character references to pop culture, its pretty consistent in its own universe.
Gameplay: It's a traditional point-and-click adventure with simplified UI. There's usually only one interaction per hotspot, if you don't count using items on it. So you just left-click on hotspots and that either means examining/commenting on them, using them or initiating a conversation, depending on how they were set up. Sometimes clicking on them repeatedly or at different stages in the game gives different results though. Part of the hotspots you can comment on, for example, offer 3-4 different comments, and after that it eithers start with the first comment again and you can cycle through all of them another time, or it sticks with the last comment for the rest of the game. You can never know which is which and will only find out by repeatedly clicking on hotspots, whether it's worth it or not. There is an inventory and items can be used with the environment by dragging them onto hotspots while holding the left mouse button; right-clicking gives a short description (so contrary to hotspots, items allow "examine" and "use" at the same time; I think it's the only specific use for the right mouse button).
Due to the simplified approach and the limited scope of the game, puzzles for the most part are really easy for seasoned adventure gamers, and probably not that challenging for beginners either. Nevertheless, I made use of the in-game hint system a few times, because the simplified approach also lead to me overlooking a few things because I thought I had already exhausted all options but sometimes reactions change under different circumstances (there's a lot of backtracking/running to and fro between the same locations). If I understood correctly, I think the hint system offers general hints as well as specific solutions according to your current progress, but I also had to learn it doesn't always help you out in every situation. There was also one instance where a tiny detail changed, allowing an object that was only examinable before to be picked up later on, without any clear hint or in-game reason but time having passed, so you could only notice it by visiting the same locations repeatedly and paying attention to details. Personally I consider that to be a cardinal sin of adventure game puzzle design, but to be fair, it was only this one instance. In the tradition of more recent P&C adventures, pressing the spacebar reveals all hotspots in the proximity, but it comes at the cost of first having to watch a slow animation of Chook wandering over the screen every time, and then the revealed hotspots quickly vanish again after a second or two. At this stage, it's also not completely reliable, occasionally omitting some hotspots, which can lead to overlooking puzzle solutions as well. Hopefully this will still get fixed with a future patch.
Technical: As mentioned, the game could do with another coat of polish. It's working and quite impressive already for game made by one single person with only marginal help by others, I assume. But there are still the occasional typos, missing, wrong or duplicate words in the dialogue texts and a few missing tokens for hotspots. The game was made with Unity, and my main issue on the technical side were the comparatively long loading screens - they alternated between longer and shorter loading times, it probably depends on your rig as well and other factors like current memory, but it was quite noticeable, and particularly a bit disruptive in the scenes when the game would switch from the pirate adventure back to the P&P table in order for the characters to quickly comment on a situation. I felt like a lot of the momentum or timing in these comments was lost due to the interruption of a few seconds loading screen, sadly.
The game has an autosave function in addition to offering three slots for manual saving. If you finish the game, after the credits the game goes back to the start menu, but Continue (that is loading the last autosave) is absent from that menu, and the Load button doesn't work. At first I thought this meant that completing the game erases all savegames and you'd have to replay the whole thing in order to see different endings, but quitting and starting the program again made the options to Continue and Load re-appear. So I didn't have to start from scratch, but I had to quit and re-run the program each time after the credits in order to reload and try a different choice at the end.
TL:DR Enjoyable but ultimately not very memorable story with amusing, but somewhat random seeming characters, mostly easy in the puzzle department because of limited scope and simplified interface, but it's possible to get stuck in it regardless due to some shortcomings. On the technical side not perfect, and could do with a last round of minor polish (hopefully a patch will fix typos and a few missing hotspot tokens). But the presentation is utterly charming and the dev totally deserves the money for her work. If you've played and enjoyed
Chook & Sosig and want something like that as a short point-and-click adventure game (2-3 hours), you won't be disappointed.