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Snoopy & The Great Mystery Club Game Notes

Writer: FAN SOOBIN
FAN SOOBIN
Sep 26
7 min read
Snoopy & The Great Mystery Club

■Official Site::

■Time to Beat:~6 hours ■Game and Legal Info(PS STORE):

Join Snoopy and the gang in an all-new mystery adventure packed with charm, clever puzzles, and heartwarming friendships! Step into Snoopy’s paws and detective hat as you explore the town, solve challenging cases, and uncover hidden secrets—with help from the lovable Peanuts gang.


Whether you're investigating strange happenings at the school, chasing clues through the forest, each case is filled with brain-teasing challenges and unexpected surprises. Build your own team of four from familiar friends such as Peppermint Patty, Lucy, Marcie, Schroeder, Franklin and others—each bringing their own special skills to the case.

Lighthearted, witty, and full of classic Peanuts charm, this feel-good action-puzzle adventure is ideal for both the young and the young at heart! ■PV:


Table of Contents



Introduction ... SNOOPY GAME

I randomly stumbled upon this title on Steam, and something about the art style and presentation hit me right in the sweet spot—an instant impulse buy!


Full disclosure: I happen to hold a Grade 4 Snoopy Certification—a proper, card-carrying Peanuts fanatic (lol). So choosing this gem as the inaugural game review breakdown on the blog was an absolute no-brainer!


[The Great Stuff] Equipment and Character Portrait Integration

As you progress through the game, Snoopy picks up all sorts of quirky items and gear. Equipping them actually swaps out Snoopy's 3D character model costumes, which is utterly adorable!


What caught me off guard, though, was that the visual changes aren't just limited to the 3D model. When dialogue triggers while wearing a costume, Snoopy's 2D conversational portrait dynamically updates to reflect that exact outfit! In most mainstream games, you usually only see the 3D model change while the character portraits remain static, so having full portrait integration is a surprisingly rare touch. Seeing this level of attention to detail in the presentation is the exact kind of craft I absolutely live for!



[The Great Stuff] Haptic Balance & Rumble UX

I played through on a DualSense controller. The haptics are set up to trigger a force-feedback rumble whenever Snoopy uses an item.


What really impressed me was how they handled continuous-use tools—like the vacuum cleaner where you hold down the button. Rather than vibrating continuously for as long as you hold it, the motor gives a punchy response for the first two to three seconds before smoothly fading out. It delivers that satisfying tactile hit upfront while sparing the player's hands from unnecessary fatigue or physical strain. From a UX design perspective, that is a bloody brilliant piece of haptic tuning!


Back when I made my console dev debut, I actually worked on tactile and rumble feedback implementation myself. If I’d known about this exact approach back then, I could have delivered a much higher standard of physical feedback... It’s a subtle touch, but it shows incredible consideration from the dev team.



[The Great Stuff] Quest Flow Guidance & Search UI

Whenever you step into an area containing a key objective item, a dedicated "-Search Area-" UI indicator pops up on screen. Once Snoopy scoops up the required item, the prompt instantly vanishes with a clean flourish. It's a wonderfully user-friendly piece of spatial feedback.


If I'm nitpicking, the color palette they chose for the prompt isn't high-contrast, so I actually completely missed it when I first started playing. That said, as a developer, you know that slapping a loud, hyper-saturated color onto the UI to fix visibility risks ruining the aesthetic and making the game look cheap... Balancing color harmony against instant visual clarity is always a proper headache, but the underlying UX intent here is spot-on.



[The Great Stuff] Packed to the Brim with Fan Service

This strays a bit from raw mechanics, but the sheer level of environmental fidelity in rendering the town is, for my money, easily top-tier across every Snoopy title I’ve ever touched!


It is crammed with iconic, unforgettable moments that will leave any die-hard Peanuts fan grinning from ear to ear. Lucy’s psychiatric booth is naturally present and accounted for, but they’ve also adapted full mini-games around Peppermint Patty’s baseball games, Franklin’s homemade soapbox racer, Schroeder’s toy piano, and even dogfights against Snoopy’s archenemy, the Red Baron. They didn't just stop at the core cast either—legendary environmental landmarks like the Kite-Eating Tree are represented in what feels like a near-complete roster of series lore.


On the surface, it might look like a lighthearted, entry-level kids' game, but under the hood, it's absolutely bursting with the dev team's raw, unadulterated love for Peanuts. Pure, unadulterated bliss!



[The Great Stuff] The Mysterious Staple Feature

Is this just an unwritten rule of Snoopy games or what? No matter which entry in the franchise you pick up, there is almost always a collectible system for original comic strips (single panels, 4-panel strips, and the like) built into the game loop!


Older titles I’ve sunk time into—like Snoopy Flying Ace, Snoopy's Street Fair, Snoopy's Grand Adventure, or Snoopy's Town Tale—all featured this exact same mechanic. At this point, I can't help but wonder if including comic strip collectibles is literally a mandatory licensing clause handed down by Peanuts Worldwide (lol). Next time I end up grabbing a drink with someone over at Sony, I'm definitely going to try and dig up some insider gossip on this...!


For context, here's the breakdown of how comic strip collectibles were handled across previous Snoopy titles (as compiled by AI):

Title

year

comic strips

Snoopy: The Flying Ace


BREW・J2ME

2007

Clearing in-game tasks earns you points to unlock original Flying Ace comic strips, which can be read directly from the main menu viewer.

Snoopy's Street Fair


iOS / Android

2011

Progression unlocks a total of 45 classic Charles M. Schulz Peanuts strips, tied to completing specific in-game objectives.

Snoopy Coaster


iOS / Android

2013

Collecting trading cards and hidden items across the fairgrounds unlocks classic comic strips in your archive.

Peanuts: Snoopy's Town Tale


iOS / Android

2015

Progressing through the story unlocks fan-favorite classic strips. The game even features a dedicated "Comics" tab where players can spend Red Gift Boxes to purchase and read them.

Snoopy & The Great Mystery Club + Joe Cool Fun Pack


Switch / Switch 2 / PC

2025

A dedicated "75th Anniversary Comic Collection" pack released containing 75 full-color Peanuts strips to read in an in-game viewer—a wonderfully overt example of turning comic collecting into a key feature!



[Room for Improvement] Character Orientation & Facing Logic

Right from the opening hours, it bugged me slightly that NPCs don't naturally turn to face Snoopy when you initiate a conversation with them. However, once I saw the scene layouts near the endgame, the design intent clicked: "Ah, so that's why they built it this way."


Even though the game is built in full 3D, the camera remains on a fixed axis with no rotation control, and every environmental object and character model is deliberately oriented toward the front of the screen. Because conversation triggers happen seamlessly on the main level—rather than transitioning to a separate dialogue instance or camera setup—dynamically rotating models toward the player could easily backfire. If an NPC turned away from the fixed camera angle, their facial expressions and key character animations would end up obscured from the player's view.


So while I completely get the technical trade-offs and structural logic behind the choice, I still feel a constrained turn range—say, snapping 90 degrees to the left or right—would have smoothed out that visual awkwardness considerably without breaking scene readability!



[Room for Improvement] Map Transition Facing Direction

When you cross the gate leading to the school backyard, it triggers a full zone load—except the directional axis and environmental layout between the two maps are mirrored completely head-to-tail. As a result, if you're holding down the analog stick to walk through the transition, the second the loading screen finishes and you drop into the new area, your lingering input immediately walks you straight back through the trigger zone and into the map you just came from!


You rarely see this kind of spatial input collision in modern Japanese titles, which made it stick out like a sore thumb here. That said, when a game relies on a completely fixed, non-rotatable camera angle like this one does, maintaining seamless spatial awareness and directional consistency across screen boundaries is always a notoriously tricky layout trap to avoid.



[Room for Improvement] Other Rough Edges

1. Static Controller Button Prompts

The dynamic UI button prompts on screen don't adapt to whatever controller you actually have plugged in—they remain strictly hardcoded to Xbox layout icons across the board. For routine exploration, NPC banter, or basic menu confirms and cancels, you can just about mentally translate the face buttons on the fly and push through.


The real headache comes during the rhythm game mini-games. When you’re playing a fast-paced, input-matching rhythm section and the visual prompts on screen flat-out mismatch the physical pad in your hands, the cognitive friction gets properly ridiculous! Honestly, for a rhythm sequence where split-second reaction times matter, that crosses the line into a legit oversight.


2. Missing High Scores in Mini-Game Replays

While the game features a nice selection of mini-games that all become replayable from the final Summer Camp area near the end, there's zero high-score tracking! If you're going to build in score-attack mechanics for replaying mini-games, saving and displaying your personal best feels like a baseline requirement.


3. Hard Lockout After the Ending

Once you beat the main story and the credits roll, that save file becomes completely unplayable. It feels like a massive wasted opportunity! It would have been infinitely better to give players a key-free, post-game free-roam mode after clearing the main narrative so we could just casually wander the town and soak up the atmosphere at our own pace.



[Likely Bug] End Credits Audio Stacking

In the final scene, everyone gathers around the campfire as the game transitions into the closing end credits—except for some reason, the ambient campfire sound effects never cut out! They just keep looping directly over the top of the ending BGM.


It creates this bizarre, cluttered audio space that completely destroys any lingering emotional payoff or musical ambiance. You can't help but hold your head in your hands and think, "Surely... surely this is a rogue audio bus bug and not an actual artistic choice?!"



[Bonus] How to Make Glue...

As I was pushing through the main story, I stumbled across something that completely caught me off guard: I had absolutely no idea that traditional craft glue was made from wheat flour...! Seriously, I had no clue... My mind was completely blown!


■Personal Verdict

While the overall scope and runtime place it firmly in the bite-sized indie category, this title is absolutely packed to the rafters with genuine love and respect for the source material, a stellar full-voice cast, uncompromising fan service, and remarkably thoughtful game design nuances from the dev team!


In terms of sheer value, I’d place its sweet spot at right around
10 GBP
If you can snag it on sale at or below that price point, it comes with my proper, wholehearted recommendation!

■Commemorative Screenshot

And to wrap things up: hands down the single most memorable screen grab from my entire playthrough!

Snoopy & The Great Mystery Club記念の一枚


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