A slow burn that edges right up to becoming nonsensical, with more than a little jank... and I think I really liked it?

A lot of potentially neat stuff is wasted because Zipper insists on being as tedious as possible.

Challenging but addicting, really exactly what a Playdate game should be.

There's magic here for sure in biking through gorgeous landscapes, taking notes and photographs and painstakingly organizing them in your journal. On paper this sounds incredible, in execution I wish more had been done to keep things from becoming just another series of checklists. Feels like a missed opportunity.

A pretty by-the-numbers grief simulator with movement that feels like you are playing with drunk goggles on.

That's right kids, video games are bad for you.

I think had Frogwares used this story as the throughline for all of Chapter One's DLC then it would have landed better overall. Instead, it's at least a decent setup for future stories with this version of Sherlock Holmes.

Thanks I guess for the busy work, Mycroft.

Falls into many of the same pitfalls as the main story, (eavesdropping is still total guesswork and ugh that combat) but this was still a decent little side mission.

Not completely broken per se, but oof, this just isn't fun and using the crank to respawn ends up causing more inadvertent deaths than anything else.

Probably the least unique of the games on the Playdate, at least in terms of using the hardware to its fullest. However the story, though plodding at first, really ends up being worth the ride. Great sound design and atmosphere.

Combat-heavy DLC for a game with terrible combat. Result as expected!

I think there's undeniably something there at the start with the surreal story and limitations set by the whole game unfolding in the passenger seat of the car, but aside from a few moments it all just falls flat.

Great premise, great execution. One of the few Playdate Season One games that I could truly see myself coming back to repeatedly.

A jumble of story and tone connected by the thinnest threads imaginable. The whole thing feels half-baked in a way that Annapurna games usually aren't.