Putt-Putt® Joins the Parade
4

Players in Game

300 😀     20 😒
86,05%

Rating

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$6.99

Putt-Putt® Joins the Parade Reviews

What does it take to be in a parade? Hard work, a bright shiny chassis and a little help from your friends.
App ID283920
App TypeGAME
Developers
Publishers Nightdive Studios, Humongous Entertainment
Categories Single-player
Genres Casual, Adventure
Release Date17 Apr, 2014
Platforms Windows, Mac, Linux
Supported Languages English

Putt-Putt® Joins the Parade
320 Total Reviews
300 Positive Reviews
20 Negative Reviews
Very Positive Score

Putt-Putt® Joins the Parade has garnered a total of 320 reviews, with 300 positive reviews and 20 negative reviews, resulting in a ‘Very Positive’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for Putt-Putt® Joins the Parade over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.


Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 57 minutes
Putt join the Parade. One quiet night, I woke up to the sound of soft rustling in the hallway. The moonlight spilled through my window, casting a gentle glow over the room. I glanced at the clock—2:43 AM—and immediately remembered the reason I had woken up. my cat,DineBag, was probably hungry again. I slipped out of bed, careful not to wake anyone, and padded quietly downstairs. As I reached the kitchen, I saw DB's big, sad eyes staring up at mefrom his bed. I smiled and grabbed his favorite bowl, filling it with a fresh scoop of her kibble. She raised his tail high happly as I set it down, and after a few hearty bites, he looked content, her tail relaxed, but not for long Just as I were about to head back to bed, I heard a soft honk.I turned, confused, but then the door creaked open, and there—driving through my living room like it was the most normal thing in the world—was Putt-Putt, "Hello boy," he said, smoking a cigarette,"you want to join the parade." My jaw dropped but I still said, "No thank you, I'm good." "Oh. I don't care, you're coming with me." Putt chuckled while saying. I see Pep or rather Pep number 4, he clinches my arm before dragging me in Putt-Putt's trunk while I scream for my life.And that's how me and Putt-putt met for the first time. (video actually start) Putt-Putt join the Parade first release on November 6, 1992 for the Ms Dos. It was A significant release in the early '90s, especially for children's entertainment, for several reasons. The character of Putt-Putt, a little purple car that haunts my dreams, became an iconic figure in children's gaming. His friendly demeanor, simple goals, and charming personality helped to foster emotional connections with young players. For children, having a relatable, positive character like Putt-Putt was crucial to immers them in the experience. Putt-Putt’s adventures, which often revolved around helping friends or accomplishing simple tasks, taught kids the value of perseverance, kindness, and cooperation. Which made sense because most of the games were made for Shelly day’s the business person of Humoungous entaiment son, Travis, as bedtime stories for her son. The game’s story was designed to be both fun and motivating for kids. The narrative of preparing for the Cartown Pet Parade tied in well with the sense of accomplishment—completing tasks like finding a pet, getting a balloon, and getting ready for a big event. This structure helped kids feel like they were part of something important and exciting, giving them the sense that their actions mattered. Story-driven gameplay was relatively novel for kids' games at the time, offering a more immersive experience than the typical arcade-style gameplay that had been dominant in gaming. And finally, At its core, the game was designed not only to entertain but to teach. It introduced young children to concepts like problem-solving, cause-and-effect, and basic logic through simple puzzles and interactive scenarios. This focus on educational content was a step forward in children's entertainment, making learning fun and engaging, rather than a separate or " doing boring" activity. It was a huge part of the 'edutainment' movement, which sought to blend entertainment with learning. As a result, many parents and educators saw the game as a valuable tool for their children's development. Ron Gilbert, the main developer, designed the game to be fun for kids instead of just educating them. He been seen many times telling a story on how he saw a 5 year old kid playing Monkey Island A game he helped developed. He didn’t know that kids could like the games he helped make so he got the idea of a company that was specifically designed to target kids. The plot: Putt-Putt, our main character of this story, needs to do 3 things for the new car town parade. He need to find a balloon which he dose by helping a mom find her baby in the theater, A pet which he found in a cave, And finally a car wash which he does by getting money or a slick new color change. Which you can do in any order. We open the game in Putt-putt home with an arrangement of objects we can put our filthy hands all over. These objects are for all three click-points we will be doing, We have the simple one click objects such as the horns, The more then one click objects such as the cereals or the tooth brush, And acorse the timing clicks which are obviously the frog. (Play all of them) We learn by Putt-Putt radio that there a recent cartown parade during the day, And we also learn how lonely putt is. (play him saying how much he want a dog) We head to the road where we see a cow on the middle of the highway, “Why yes, I’ll crush this cow with my tire easly and use him as my pet.” I think to myself I laugh to myself with happines until realizing I’m sitting alone in my mother’s basement playing a game design for 3 year olds. We simply honk at it to make the lucky cow go away. We head to cartown where we will follow putt-putt for the rest of the game until we finish it. The rest of the game give us easy challenges such as mowing the lawn for coins and delivering groceries for people. While mowing the lawn we get a bone which we use to get pep later. You may be asking why I decided to just stop the high quality of the video for and it because 1 I’m lazy and 2 it because of how I felt during playing the game. For the first few seconds I had thoughts of the games but when I got jobs I just felt like leaving. Kids may get a kick for this but I felt board because most of the game is me mowing lawns with some interesting moments sprinkled in between. games are supposed to be fun adventures not lawn simulator the game, and this is my main gripe with how boring it is. The other thing wrong is that the game dosne have any replay value to it, it’s a one and done deel throughout the entire story, so my positive for my first gripe make it worst sense after the first playthough you know everything. this will obviously be altered in later games since they switch some puzzles and clues together. But the best part of the game is what came later which helped it in the long run since it give putt-putt and all the characters personaliedy. (some close a book) “And that how my dad talk about putt-putt join the parade” (the joke is a play of the first joke of the video)
👍 : 0 | 😃 : 0
Positive
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