Curse of Enchantia is a graphic adventure game developed and released by the British video game company Core Design for MS-DOS and the Amiga in 1992. The game tells the comic fantasy story of Brad, a teenage boy from modern Earth who was magically abducted to the world of Enchantia by an evil witch-queen. He needs to escape and find a way back to his own dimension. Curse of Enchantia, at first known as Zeloria, was Core Design's first attempt in the adventure genre as they set up to compete with LucasArts and Sierra On-Line. The game features several highly unconventional and controversial game mechanics and design choices for an adventure title from that era, including having many simple action game style sequences and being practically devoid of in-game text and conversations. Nevertheless, Curse was generally well received upon its release, especially by the Amiga magazines, where the game's graphics and animation received particular praise even as its illogical puzzles and unusual design choices were often criticized. A direct sequel was briefly planned but eventually turned into a spiritual successor game titled Universe and released in 1994. Gameplay Curse of Enchantia uses a point and click style user interface, similar to Sierra's Creative Interpreter from the King's Quest series. The player character is commanded with an icon based control bar that is accessible by pressing the right mouse button, which also pauses the game. The control bar features seven main actions: inventory, pick up/take, manipulate/use (opening up a sub-menu with eight further actions: unlock, insert, push/pull, eat, wear, throw, give and combine), look, talk (only either "Help!" or "Hi!"), attack, and jump. Usually, the protagonist has to stand in the immediate vicinity to the game's objects and characters, which then appear as icons in a separate bar, in order to interact with them. A joystick or computer keyboard input can also be used. Unusually for an adventure game genre, Curse of Enchantia does not feature text-based object descriptions or conversations. Its few short scenes of rudimentary communication with friendly non-player characters use only a minimalist system of pictograms in comic book-style speech balloons, usually displaying the objects that the characters need to be delivered. Instead, the game features several action-style sequences, such as dodging hazards or timing the use of items. This resulted in some classifying it as an action-adventure game. However, the character is never at risk of dying,