In a surprising twist, the puzzles in here are nowhere near as obtuse as the ones that would happen in later Sierra adventures, in part because of the WIDE range of solutions you can come up with, that reward you with varying amount of points. You will still get stumped at one or two if you're playing the old PCjr version(chiefly the Rumpelstiltskin one). Although I am certain most people see the joy in King's Quest in discovering the many ways you can die rather than seeking ways to finish it, and it's a strange misstep that a genre-defining game would become more known than that than for puzzle-solving. It doesn't make for as an impressive legacy as LucasArts games would later on.
You know the drill; Grab a walkthrough, very enjoyable to beat it then.
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The points system in this game may have been carried into loads of later Sierra games and wound up being a fine way to indicate progress, but I actually think this game specifically would be way better off without it. The fact that there are multiple solutions to most puzzles should be a huge plus, and while I'm fine with adventure games being linear, it could have been a unique redeeming trait for this first entry to have a more open-ended structure. Instead, the fact that the game declares certain solutions to be more objectively valuable than others ruins a lot of the freedom this structure could have provided. Like sure, you can just ignore the points value entirely and solve things however you want, but it's still a weird clash in design mentalities, and it's always dissatisfying to get to the end screen and then have the game tell you that you didn't do it properly.
Charming enough game, if somewhat archaic by today's standards. Played both the original and the AGD fan remake.