$4.99Puzzle Agent A quietly creepy evening of riddles
Nelson Tethers of the U.S. Department of Puzzle Research is sent to Scoggins, Minnesota, after the eraser factory stops answering the White House with anything but puzzles. You question its odd residents, follow the trail to secret societies and forest gnomes, and solve mazes, riddles, and logic puzzles to crack what happened.
Is Puzzle Agent worth it?
Puzzle Agent is worth it if…
- you like detective games where reasoning means solving puzzles to move the case forward
- you want a short, easygoing point-and-click with constant puzzles and little wandering
- you enjoy dry dark humor, surreal small towns, and hand-drawn comic art
Screenshots
A small-town case solved one puzzle at a time
You are Nelson Tethers, puzzle investigator, called in when the Scoggins Eraser Co. goes quiet and its foreman goes missing. You move screen to screen through the snowbound town, talk to locals, pick up clues, and get handed a brainteaser at nearly every turn.
The puzzles are the interrogation: mazes, logic problems, riddles, piece-fitting and path-building tasks. Some are quick, a few near the end make you reach for paper. Stuck chewing gum wads you find around town buy hints, though mistakes and hints lower your taxpayer-funded efficiency rating. It changes nothing in the story, which keeps things relaxed.
Hand-drawn weirdness with a dry laugh
Scoggins looks like a comic sketched in a hurry, all wobbly lines and close-ups that only get wobblier, courtesy of artist Graham Annable. The effect suits the place: clinically preoccupied townsfolk, strange sounds from the forest, and small figures in red caps watching from the trees.
The tone stays funny and off-kilter rather than grim. Locals are colorful and a little creepy, Nelson is polite and easily spooked, and the mystery keeps tilting from silly toward spooky. You finish in an afternoon, with a cliffhanger that points straight at the sequel.
What else should armchair detectives know?
How does the investigation actually work?
The game leads you from place to place as Nelson decides where to go next, so you never get lost about what to do. You talk to people, notice details, and each discovery either explains part of the factory shutdown or unlocks another puzzle that guards the next answer.
How hard are the puzzles, and what if you get stuck?
Most are fair paper-and-pencil types, with a few tougher ones late on. Every puzzle offers up to three hints bought with chewing gum collected around town, and fitting pieces snap together when placed right, which keeps things moving.
Does your puzzle score change the story?
No. Wrong answers and used hints lower your Department rating and cost the taxpayer more on paper, but the plot plays out the same way. It is safe to guess, use hints, and keep the case moving.






















