Reviews from

in the past


(5-year-old's review, typed by her dad)

This gets 5 in a row. And also you can quack at people, and there's no levels. And also there's two player. The funniest thing was quack and steal things from people and put them in my BANK which is in my home, which is a big grassy hole. And also I love a glass of milk after I have cookies or like HEY NOT THAT PART, DADDY DON'T DON'T WRIIITEEE

This game gave me a new sense of power and my life will never be the same.

Tornar a vida das pessoas um inferno enquanto controla um ganso. Tem como ser mais terapêutico do que isso? Não tem.

A paz nunca foi uma opção.
Temam. O. Ganso.

QUÉ


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Not even half as bad as a real life goose (I enjoyed bullying the british people tho)


The most joyful game experience I had in 2019.

Not sure it has much replay value (I already wanted to leave the extra to do list stuff for further off in the future) but the main game content was nice.

Loved snatching things then running around honking wildly. <3

Like Tony Hawk, but the Hawk is a Goose.

Obviously, you're not skating. But it's like all the weirdest objectives from THPS. Remember when you had to bury a Canadian bully in snow, set off an Earthquake, or restore a TV's connection to a satellite dish? This game is full of those kinds of objectives, but you also get to honk at people and steal their stuff.

A true indie gem. I can NOT wait to see what House House does next.

It's so satisfying to play a once-popular meme game long after the Youtube/Twitch spotlight has faded and finding out that it's a really charming little experience that still holds up on its own.

Also this game is way more British than I was expecting.

Enjoyment - 7/10
Difficulty - 3/10

Untitled Goose Game made me into a goose. Couch co-op was a blast!
🏆

Charming. Short.

I guess I was expecting this to be more of a sandbox game and less of an explicit puzzler. There's benefits and drawbacks to both approaches. The sandbox approach would risk boredom, and without being given any direction I imagine it might become frustrating not knowing how many reactions or outcomes one is missing out on by not having discovered the proper triggers for them. Conversely, the puzzle solving approach encourages and allows for more complexity in setting up elaborate, multi-step pranks that an individual player would likely never stumble upon without at least some guidance; but it also imposes a certain amount of linearity, and dampens somewhat the joys of pure discovery and anarchic-ness.

I was immediately disappointed when the checklist first made it's appearance at the start. (A meddlesome goose with a to-do list?? The scourge of productivity strikes again!) Realistically there was probably no other way to make this work, and any alternative would have likely ended up less fun. To their credit, they also do a good job trying to encourage more aimless experimentation by way of the "To Do (As Well)" secret checklist, whose items are only revealed after they've already been accomplished (or once the main game is beaten).

I also try to remind myself of a phrase my old professor, the filmmaker Thom Andersen, liked to repeat: "suspense is an alienation effect." In other words: by prolonging narrative closure, raising a question and then leaving it unresolved for a certain period of time, you create a space of heightened attention for the viewer, and this attention can be re-directed however the director sees fit. (Andersen's favorite example of this was a scene in the 1973 political thriller The Day of the Jackal where otherwise mundane Parisian street scenes become strangely riveting by virtue of our knowledge that Charles de Gaulle's would-be assassin is hiding somewhere among them.)

There is a case to be made that an analogous principle exists in game design: goals are an alienation effect. The gap between assignment and execution opens up its own space of unresolved tension, heightening our perception, and—in a feature that distinguishes games from a medium like film—directing or guiding our behavior. The experience of the game, in other words, is what happens while we're busy trying to accomplish other plans.

Still, there's part of me that laments the narrow way that goal-oriented engagement hews and anchors our attention. How much of the game's world is blinkered out as I fixate on solving the problems it presents me with? How much is lost when I perceive that world as purely means to various ends? How does the pleasure of an action done for its own sake compare to the satisfaction of an action within a chain leading to an end result already known in advance? (Even the attempt to uncover a "hidden" objective creates a wholly different, and arguably impoverished, way of looking from that of open-ended playfulness.)

I'm reminded too that Thom Andersen, in addition to his love for classical narrative cinema, is one of the most notable critical champions of the filmic work of Andy Warhol. Perhaps that's what I wanted out of this. A more Warholian experience. Not the heightened mundanity transformed by the alienation effect of suspense/objectives, but mundanity itself, raw. A slab of time to live in. An array of objects and effects and patterns to fuck around with.

But I suppose at that point what I'm asking for isn't really a game at all. So I can't say I was misled. After all, it's right there in the title.

I think I will cause problems on purpose

bottom text

Sucks to be sick to death of this game's overall novelty waaaay before I actually had the opportunity to try it, felt like playing an interactive Dat Boi gif.
A cute Hitman-lite with a surprising amount of environment interactivity.

switch it from cursive lol that shit was impossible to read

🎮 Platform: Windows PC
⌚ Time to abandon - 1.5h

This is a fine game. It falls into the category of games with one trick pony and if you like the gimmick you will like the game. Often with these games i play a little bit and the trick gets old. For example unpacking.

The game is fun and silly with a theme of being a goose! You really feel like a goose lol. A goose, that is a pain in the ass to people and getting away with mischief. Its pretty fun up to a certain point. The animations are pretty nice too and the model moves and acts like a real goose. You basically have tasks to do that cause mischief, and how you complete the tasks are a little bit of a puzzle. Though most are not hard, there are some which can take time to figure out, or are tedious and you have to keep retrying.

After about 3 levels, i felt i seen enough, as the charm started to wear off and it got repetitive and tedious. I suggest doing the same as its definitely worth experincing.

I would give this 0 stars if I could because this reminded me of that one goose that shitted in my backyard right after I cleaned it and honestly I just wanna fight every single goose on the planet

nothing but happiness and support to House House and their success but it really irks and saddens me that so many beautiful indie games are largely ignored because their gameplay can't easily be repackaged into absurdist meme content to repost on twitter

I never thought being a goose whose sole purpose is to be an asshole could be so much fun. I played this on a whim on April fools day of all days and never expected it to be as much fun as it was. There’s not a whole lot to the game but there is something about ruining random peoples day and terrifying a young goofy child that just really made me happy and was way more fun than it should be. Definitely a fun way to spend an hour or two.

You play as a goose. You honk and steal and make kids trip. Its a good slapstick comedy kind of deal, and how its all one big level is nice but I feel like they could of done a lot more with it, and sometimes it was a little janky and aggravating. Overall, honk honk

Nancymeter - 70/100

A great vehicle for delightful British cartoon hijinks. The soundtrack really puts in the work to make every moment land, several things made me laugh that probably wouldn't have if it weren't for the perfect timing of the piano. This is a game that caught the eye of everyone even mildly interested in games, so I admire that the controls and puzzle-solving aren't compromised to appeal to as many people as possible. The way your control over the goose changes between running and walking, and having to remember to bend your neck down manually, makes pulling off objectives feel genuinely satisfying. The puzzles you have to solve take some real thinking and observation. Very neat game, only takes a couple of hours too.

I tell you it's magic. You tell me it's a novelty. You tell me it's just a silly goose. I tell you that's the magic.

I think what makes this work better than other youtube bait is the sense of purpose. Its not just free-roaming chaos, there's direction and pacing. The ending tells you EVERYTHING about this town and expands it to art. Perfection

Not gonna lie, this is totally me when it's a lovely morning in the village and I am a horrible goose.

Ruining people's day has never been this funny

A hilariously goofy game that is even better in co-op.

My first time playing this was when it originally came out on Switch. I played while my wife watched and we had a fun time together. We just revisited it and finally got around to trying the actual co-op mode and hot damn is that fun.

As fun was it was to play this alone, this game is truly specular with two geese. Running around causing chaos together, honking at people, distracting someone so the other goose can steal an object. 10/10 hijinks.

The said, while I think co-op is the best way to play this, the game itself was clearly designed as single player experience. Co-op kind of breaks some of the puzzles in good and bad ways. Strategy goes out the door when you've got another goose to bail you out of trouble making some puzzles trivial. But other times the extra goose can confuse the NPCs, make the camera wonky, or mess up timing.

Regardless of those little issues in co-op, I still love this game and had a blast revisiting it with my wife.

+ Hilarious hijinks
+ Fantastic co-op
+ Some good puzzles

- Stars to wear out its welcome by the end
- NPC behavior can be annoying
- Multiplayer breaks some puzzles


This is a perfect example of a game that knows exactly the experience it wants to convey and controls its scope very well. It's not gunna change the world but it's an extremely enjoyable couple hours. HONK

Just a fun little goofy game where you play as a mischievous goose.

Funny Goose Game is a solid little stealth adventure, the clues on what you need to do are a little vague and doesn't differentiate between American English and British English. I liked the kinetic piano even if it gets a little much at times. It's a cute little game, but I'd say $5-$10 cute, so only grab this on sale

This would've gotten 5 stars, but the name of the game completely contradicts itself and is incredibly misleading. How do you call it "Untitled Goose Game?" The name itself serves as the title, rendering the Untitled adjective completely pointless. The game clearly does have a title, that title is Untitled Goose Game, and I hate that the game just outright lied to me like that by saying that it doesn't have a title when clearly it does.
I guess House House is just another one of those game companies that use false advertising to promote their games, promising customers a game without a title, only to disappoint them when they get exactly that. Just plain despicable, it makes me very upset.


the game itself is good tho ig