
A dystopian find the hidden object game with full-motion video of puppets. Come spend some time with the chaotic crew of the "Laughsail!" television show, and make sure to eat your broccoli.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
puppet fun
Incredibly creative and interesting.
A cute glimpse into a dystopian world of puppets, hidden objects, and broccoli.
While writing this review, I found that the developer, Seedbolt Studios closed in 2025 so it's unlikely this game will see any future development. However, for anyone else that might be inspired to make something similar I've decided to leave my feedback as it would have gone to the original team. --------- I really wanted to give this game a good recommendation but there's just so much that I didn't love that it makes it hard to do so. My initial interest in this came from watching a few playthroughs of "My Friendly Neighborhood" and the puppets in "Hello, Jacob" reminded me of that. The concept is solid - children's media being used as propaganda or cover ups for other horrific things (Ex. Amanda the Adventurer, Poppy playtime) can be an interesting story element and there are nods to this in Hello, Jacob but not really well executed. My initial reaction is that there were developers who wanted two different kinds of games - One as a hidden object and the other as an FMV. I've played "Her Story" which is what piqued my interest in FMV style games to start with so I can see why the developers tried to mash them together. However, the concept of how those two styles interact with each other, and the player within "Hello, Jacob" needed to be explored and fleshed out more. The main use of FMV is as a transition between the scenes and a few bonus clips. Otherwise, 90% of the time is spent doing the hidden object search. The FMV portions are disappointing because they show that this game had so much potential to be something bigger. From what I can tell, this isn't a situation where it was a game jam game or a school project. If so, I'd be more willing to cut some slack on how little the FMV was used. But based on the research that isn't the case. I wish they'd taken time to really build up the story. Who is Chandler? How did he (we) get involved on this show? There's a brief overview of this in the intro text but the way characters interact with the viewer (because there's no ability for the player to interact with the puppets like some other FMV style games) suggests that something more sinister is at hand. A more fleshed out story and understanding of WHY the FMV portions are critical to the story would have made this a thousand times better. One reviewer mentioned that the scenes are written in such a way that they didn't want to watch more than they had to and I would agree. I watched them fully hoping that it would give a better understanding of what's going on but they just seemed random and didn't connect together well. The voice acting was OK for the price of the game but the lines were repetitive. I jokingly mocked one character at one point because they ended their scenes the same way multiple times. The puppets themselves as art are well made. They reminded me of Sesame Street with the way the mechanical pieces to move the arms showed at times which is unfortunate because once again, they had the potential to be more animated in the FMV portions and it just wasn't taken advantage of. The hidden object portion was much better but could have been integrated into the FMV portions more naturally. The art is beautiful and also overwhelming. There's just so much to look at and it all blends in together sometimes, meaning that you don't see any of the individual items at all. Obviously the goal is to look for items but some were so mixed into the artwork that I would never have found them with out a hint. This next bit ties in with the general need to flesh out the concept more but the hidden objects could have done so much more to help push this idea of propaganda. There are a few things hidden throughout the art that causes you to pause and go, "is that what I think it is?" and reminds you that it's goal wasn't a "cute" hidden object game but otherwise it's unclear at times at how items further the storyline. (EX. How does one use a nudibranch to overthrow the state??) There are some minor things that need to be cleaned up too. Another reviewer mentioned that the UI for the clues covers part of the screen so you have to close it and reopen it to see if there's anything else in that area that's on your list. Although it may not be an issue for other players, the movement on some of the scenes caused feelings of motion sickness for me. It would have been nice to be able to turn that off. The music is good and dips its toe into being a proper story telling element but like most things in this, it seems like the team just didn't fully want to commit. When searching the captains room, there's a swell in it like you're about to be caught, but nothing happens. It's a small detail that changes the players emotional state, especially since in the FMV you've just been told not to get caught while going through his stuff. All in all, I wish this would have fully been given the time and talent it deserves because as far as the concept goes, it has the potential to be an amazing game. Right now though it feels more like a demo. I purchased this game during the Summer Sale so I don't feel like a refund is necessary. It's short, simple and at times, very funny. However, if somehow the development team could get back together and do a re-release of this game with more intention and more content, I would consider downloading/purchasing it.
Idk how one can make a game both dystopian & cozy, but this game's done it flawlessly. I was not expecting it to be as LOL funny as it was, so that was a welcomed surprise. The art is abs sickening. The price is well worth it. I can't recommend enough, especially for hidden object fans. I'm impatiently waiting for the devs to release something else so I can hastily hand over all of my money - that's how much I loved this game.
If Steam allowed an "eh?" rating, I'd leave that. If you're on the fence, I'd say ignore this, unless it's really up your alley. I got on sale for $2, probably the most I'd pay for it. I hesitate to call it a game, but I was in the mood for a hidden object puzzle. It's... got that and that bit was satisfying for the 10 levels, but the cutscenes between is just so bizarre. The jokes(?) didn't really land and it just left my head scratching, there really wasn't a good way to describe this other than it feels like I'm walking in on a really old inside joke between some college buddies reliving their improv puppet routine, or this was a fanmade game of some obscure tv show from the 80's that ran in some small town of USA. Anyways, it took me like 30 minutes to finish the gameplay with the videos inbetween, I left it running on one level to do some housework, so didn't really take an hour to complete. The level design is pretty, their artist is talented, and I enjoyed the actual gameplay that was there.
Pretty short and simple hidden object game, but the dystopian humor makes it worth a play.
A very bizarre and weird experience. It is a very basic find the hidden object in a picture game where you go through ten levels clicking on the screen to find the items in a list. The artwork is done very well, the video sequences with the puppets are weird but do make this game slightly interesting. The puzzles however are incredibly easy and the game is easily done in under an hour. What would of made this a better experience is if they simply copied the old Where's Waldo books where they have a massive image with a basic list and then a sub list of harder to find objects within it. An even better experience would be an active image where you could click on certain areas which would interact or cause something on the screen to come to life and alter the image. Some sort of layer rather then a static image. I also noticed on an ultra wide that it doesn't like the higher resolutions as it crops the image, so stick to running it in 1920 by 1080. Overall this game maybe worth a dollar, but honestly the find the hidden objects that my kids have from the dollar store or at restaurants posed more of a challenge. This had potential but is way to easy to justify buying.
If you have an hour to kill, want to play some hidden object scenes and watch some odd puppets do odd things, then this game is for you.
Howdy, Jacob! is a short hidden object game with a vaguely dystopian story, cool art and some neat FMV.Find about 100 objects across 10 levels, interspersed with some short clips of puppets that fill in a little worldbuilding as you go. If you've played one hidden object game, you've played them all, but the art here is really nice to look at and it's worth a buck and an hour of your time. Not much frustration with finding the objects, but there were a few annoyances like the list of objects taking up room on the play area, so you have to minimize it and keep referencing, and a few times where the object name was really vague and there were multiple matching items in the scene. A generous hint system helps out, but it's still a poor design decision. Worth it for the art alone and for the neat use of FMV.
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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