Goetia is a point-and-click graphic adventure game. In addition to the standard solve-the-soup-cans puzzles, the protagonist is a ghost who can possess items and find routes to move them between rooms. When not possessing an item, the protagonist is free to move through all walls that are not barred by a demonic presence, and can teleport to specific rooms at will. There are three "powerups" acquired throughout the game. Goetia has a dark and creepy atmosphere, but is not a horror game - there are no enemies, and no monsters that jump out and chase you. There is only one "jumpscare" I encountered of the "bird flies past the window" variety. There are six coherent characters the protagonist speaks to, only three of which speak back. Some of this game's puzzles are... obtuse. On the one hand, there are a few ingenious puzzles such as the sigil puzzle. On the other, two or three puzzles actually have bogus hints that don't logically lead to the solution, In fact, the very last puzzle necessary to complete the game is absolute bollocks. Also, although the game keeps copies of most hints and lore pieces found, you can't consult them without closing the current puzzle. There is one vital puzzle hint that isn't recorded in the Codex, and that bollocks final puzzle doesn't actually notify when you've found the hints for it in any way. There is no manual save or load feature, so there is one area in which the game can softlock: the church. If the player drops the item needed to open the hatch into the water before opening the hatch, or takes the completed sigil out of the room it's made in before using it, the game is softlocked and the player must restart the entire game. Goetia has two endings, but they differ only in a few lines of dialogue and quite frankly are both lame. The big plot twist is also obvious five minutes into the game.