
The musical score is entirely piano-based if I'm not mistaken, and is one of my favorite recent examples of adaptive music. Simple effects like lines enhance some of the sensory hilarity humans getting startled and surprised, or a goose honking at a poor child to the point where he hides in a phone booth.


On a micro level, environments have a number of props and elements that make these small areas feel alive and lived in. It's minimalist from a macro standpoint, with a pretty unified color palette, simple textures, and a lack of spoken dialogue none are problems at all, with the game conveying everything it needs to effectively. Where the game undoubtedly succeeds is in its presentation. A hilarious moment for sure, but I kept thinking: what if my first solution worked anyway? It's all well and good when it's a piece of clothing or something else soft, but trouble ensues once he treats the vase the same way. When the lazy tea-drinking, newspaper-reading neighbor notices anything from the painter's yard on his, he'll carelessly toss it back to his neighbor's yard. Instead, I had to observe another behavior from the other neighbor to figure out the game's single solution for this task.

I tried to position the vase in a way that would get her to fall back on it, but the collision simply didn't register. The painter approached the model curiously, and another honk from me startled her and caused her to fall back. I hid on the other side of the fence and honked to gain the painter's attention. I noticed that the painter had a model goose against the fence, and there's a funny little bit you can pull off with it. The list stated that I had to get "someone" to break the vase, implying that it could be either human to shatter it. One of the tasks at hand involved a "fancy vase," which one of the two neighbors was painting a picture of. Hidden to-do items are revealed after completing the game, so one could say that there is a post-game in case you missed the lot of these before finishing. To cap every level is a laundry list of items to steal and gather completing that big task will unlock a final list item that will take you to the next level. Many of these tasks will have the player create a number of inconveniences for some human NPCs for example, the opening garden level may task you with getting the groundskeeper wet, and the player will have to conjure up a way to lure him to a sprinkler and activate it at just the right time.

There are four main areas in the game, each with their own to-do list. For the most part, these list items involve the player goose causing mischief amongst the inhabitants of a small town. Who actually wrote this list is unknown and makes the framing a bit confusing, but the contrast between the neatness of the list and the bonkers nature of the actual gameplay is quite entertaining in itself. This is represented by a literal "to-do list," handwritten in cursive. And not just any asshole goose, but an asshole goose with an agenda. The premise here is that you play as an asshole goose. " open enough to create silly situations at your own pace but rigid enough in that the hilarity has its limitations."
