We are the most sought after tailors this side of the orient, so naturally we’d attract the attention of the Sultan. That was our plan, after all. Let’s hope we can get away with this sewing facade long enough to find his wealth and steal it.
The palace is opulent and decadent, as one would expect. The Sultan is flaunting his wealth, basically asking us to deprive him of it. It felt a bit more like the grand tent of a travelling caravan than a standing building. Perhaps a reasonable compromise, otherwise the endless decoration of the prime estate would make it impossible to determine what applies to the game.
We had a kind of burst and stop progress to the puzzles. The introductory puzzles flowed well, but then we got stumped. Past that block, we made some good progress again, but felt as though we were searching and wondering a bit too much. We might have been overthinking it (except the wretched camels); in retrospect, I think it’s a simple room, but with easy to overlook aspects.
There was a smelling puzzle in this game, which was probably fine on its own, but it was an overly layered puzzle. We could not determine which aspect we had wrong and relied on hints to help us out.
The Magic Lamp is an aesthetically appealing room. The puzzles are okay, but they could add something to smooth the flow. It’s a good room, but I think it could be a better room.