- Release Year: 2017
- Platforms: Macintosh, Windows
- Publisher: Big Fish Games, Inc
- Developer: Elephant Games AR LLC
- Genre: Puzzle
- Game Mode: Single-player
- Gameplay: Hidden object
- Setting: Christmas
- Average Score: 60/100

Description
Christmas Stories: A Little Prince is a hidden-object puzzle game set in a festive, fairy-tale environment where players must break an evil curse to save the day. As part of the Christmas Stories series, it combines holiday themes with adventurous exploration through enchanted locations like castles and amber-filled realms, challenging players to solve intricate puzzles and collect items to progress the narrative.
Gameplay Videos
Christmas Stories: A Little Prince Guides & Walkthroughs
Christmas Stories: A Little Prince Reviews & Reception
bdstudiogames.com : I think the game is fantastic.
bigantgames.com (60/100): graphics, audio, and storyline excellent.
xg627.blogspot.com : we enjoyed every minute of the game.
Christmas Stories: A Little Prince: Review
Introduction: A Festive Formula Perfected
As the first snow dusts the virtual landscapes of December, a certain annual ritual begins for millions of casual gamers: the hunt for the latest holiday-themed hidden object puzzle adventure (HOPA). For over a decade, one studio has consistently answered this call with the Christmas Stories series. With Christmas Stories: A Little Prince (2017), Elephant Games delivers the sixth mainline entry in this now-legendary franchise, a title that neither radically reinvents its proven formula nor stumbles in its execution. This review argues that A Little Prince represents the zenith of the series’ particular brand of “comfort food” gaming—a meticulously crafted, utterly predictable, yet deeply satisfying piece of interactive holiday décor. Its true significance lies not in groundbreaking mechanics or narrative depth, but in its role as a cultural touchstone within the casual gaming ecosystem, a reliable vessel for seasonal nostalgia and low-stakes relaxation.
Development History & Context: The Engine of an Annual Tradition
To understand A Little Prince, one must first understand its developer: Elephant Games. Founded in the mid-2000s, the Ukrainian studio (operating as Elephant Games AR LLC for this release) carved a formidable niche in the HOPA market with series like Grim Tales, Dark Parables, and Christmas Stories. Their business model is one of rhythmic, predictable output—a new major title every 6-9 months, with a flagship holiday release each December. By 2017, this was a well-oiled machine.
The technological context is that of the late-2010s indie casual boom. High-definition art was standard, but budgets and scope were firmly tied to the “casual” market’s modest system requirements (a 1.6 GHz CPU, 1 GB RAM). The gaming landscape was bifurcated: between AAA spectacles and the thriving, download-driven world of Big Fish Games, where titles like this lived and died on the strength of their screenshots and store page descriptions. A Little Prince was developed for Windows and Mac, with a later mobile port, targeting a demographic that primarily discovered games via platforms like Big Fish Games’ own storefront or bundled “casual game clubs.”
The creative vision, as inferred from the series’ consistency, was clear: adapt a classic children’s story (here, loosely inspired by Antoine de Saint-Exupéry’s The Little Prince, though the connection is thematic rather than direct) and Christmas-ify it. The goal was a warm, illustrated, family-friendly adventure with a curse to break and collectibles to find. There was no ambition for genre upheaval; the ambition was for flawless, comforting execution within a narrow, well-defined template.
Narrative & Thematic Deep Dive: A Prince, a Curse, and a Wedding
The plot is a classic HOPA MacGuffin: you are a guest at the “Royal Wedding of Prince Edward and Rose.” The celebration is abruptly shattered by an “evil witch” (the sorceress), who curses the entire party, transforming the newlyweds and their guests into animals and inanimate objects. Your mission is to traverse a series of magical, Christmas-themed realms to gather the components of a counter-spell and restore everyone to their true forms before Christmas is ruined.
Characters & Dialogue: The cast is archetypal. Prince Edward and Rose are the platonic “perfect couple” in peril. The witch is a pure agent of chaos with no motivation given beyond malice. You, the silent protagonist, are the classic HOPA everyman/woman. The most significant character is the Fox—a recurring series motif who here becomes an active companion, aiding in puzzles by interacting with objects. This anthropomorphized guide provides a sliver of personality in an otherwise functional narrative. Dialogue is sparse and utilitarian, serving only to explain the next objective or introduce a puzzle item. There is no character development arc; the story is a linear quest log.
Themes: The narrative explores two primary themes:
1. Transformation & Restoration: Central to the Little Prince inspiration is the idea of seeing with the heart and the value of innocence. Here, it’s literalized through the curse. The act of breaking the curse is framed not as a battle of force, but of reclamation—finding lost “essence” (symbolized by items like the “Time Dust” and “Fire of Life”) to reverse a superficial, magical change.
2. The Perseverance of Christmas Spirit: The antagonist’s goal is to “ruin Christmas,” a threat that operates on a metaphysical level. By saving the transformed guests and restoring the magical items tied to the season (decorations, snowflakes, etc.), you are literally and figuratively “saving” the holiday’s magic. The game posits Christmas as a fragile, sacred force vulnerable to petty malice, requiring a hero’s (the player’s) active upkeep.
The story’s weakness is its profound lack of stakes or surprise. The curse is introduced immediately and dismantled methodically. There is no mystery about the villain’s identity or plan, and the resolution is a foregone conclusion. This is not a narrative-driven experience; it is a situation that provides context for gameplay. Its success is in creating a sufficiently Christmassy “problem” to solve.
Gameplay Mechanics & Systems: The HOPA Loop in Its Comfortable Prime
A Little Prince adheres to the established genre conventions with remarkable fidelity, refining rather than redefining.
Core Loop: The cycle is: arrive at new scene → find hidden object list (HOP) → collect items → use key items to trigger puzzles or advance → receive plot-relevant item (like a mosaic tile or magical ingredient) → combine items in inventory or place in world → repeat. The pacing is deliberate, often rewarding exploration with non-linear “hotspots” that can be clicked for minor animations or sound effects (a ringing bell, a swaying ornament), adding tactile feedback.
Hidden Object Scenes (HOPs): These are the game’s bread and butter. The walkthrough reveals a standard but varied approach: classic static lists, “find the nth occurrence of an item,” silhouette replacement, and “keyword in a sentence” puzzles. The design philosophy, as noted in the BDStudioGames review, leans toward accessibility over obfuscation. Items are “findable—neither hidden in dark corners nor glaringly obvious,” a careful calibration for the target audience’s desire for accomplishment without frustration. The “morphing object” (a single item that changes form across scenes) is a series staple, encouraging careful observation.
Puzzles & Minigames: The game is a parade of familiar puzzle types:
* Tile-Sliding & Rotation Puzzles: Used for mosaic assembly, clock mechanisms, and symbol matching (the “Rings Symbol,” “Star Pendants”).
* Logic & Pattern Sequences: Number/color patterns (the “Notes” puzzle), wire connection puzzles (“Phase 1/2/3” with the Fox), and symbol alignment.
* Object Combination & Construction: Alchemy-style potion-making (the “POTION INGREDIENTS” puzzle), assembling complex items from parts (the “SNOWFLAKE PARTS” jigsaw).
* Environmental Puzzles: Using items on scene elements (using a “COIN on a LOUDSPEAKER,” a “FOX WITH LIGHTS”).
The walkthrough’s detailed solutions show puzzles are often multi-step and require collecting components from different areas, integrating them into the exploration loop. Complexity is medium; they require thought but rarely esoteric logic.
Systems & UI:
* Inventory: A classic, bottom-docked panel. Items are combined via drag-and-drop. The game is generous with hints, and the Collector’s Edition includes a full strategy guide.
* The Map: A crucial quality-of-life feature. The walkthrough constantly references fast-travel via the Map, which signifies a non-linear, hub-based world design (the “Castle,” “Amber,” “Curses” chapters).
* Collectibles: The standard suite: “morphing objects,” “coins/currency” for unlocking bonus content, “ornaments” for decorating a tree (a meta-game), and chapter-specific collectible sets (like the “Clock pieces”).
* Progression: Linear within chapters, but backtracking is often required as new tools (e.g., a “HEX WRENCH” or “MAGNIFYING LENS”) are acquired. The “Fox” companion is a key mechanic, granting new interactions when “equipped.”
Innovation/Flaws: There is no mechanical innovation here. Its strength is in polish and pacing. The “flaw” is its utter lack of risk. The puzzles, while functional, are reiterations of standards seen since the genre’s 2000s heyday. For hardcore puzzle fans, it will feel derivative. For its intended audience, this is its virtue: a predictable, stress-free mental exercise.
World-Building, Art & Sound: The Visual and Auditory Christmas Card
This is where A Little Prince and the Christmas Stories series consistently shine. The atmosphere is not just a setting; it is the primary product.
Visual Direction: The art style is “illustrated realism” with a soft, painterly touch. Colors are “nice and bright, very true,” saturated with festive reds, greens, golds, and snowy whites. The “panoramic views” mentioned in reviews create a sense of expansive, magical spaces despite the static slideshow format. Character animations, especially in cutscenes, are highlighted as “excellent” and “realistic,” bringing a surprising warmth to the 2D characters. The design avoids clutter while filling scenes with “interesting incidental objects that ring, sway, etc.,” creating a living, breathing diorama. The “cartoonish” criticism from BDStudioGames is misplaced; the style is more akin to a high-end European children’s book illustration than a cartoon. It’s whimsical, not caricatured.
Sound Design: The soundtrack is a阵列 of “pleasant traditional soundtracks” that unapologetically use sleigh bells, woodwinds, and chimes to signal “Christmas” in the most direct, emotional way possible. It’s not nuanced; it’s affective. Sound effects are crisp and satisfying—the clink of a found item, the whoosh of a solved puzzle, the crackle of a fire. The audio design works in concert with the visuals to lower the player’s heart rate and conjure cozy imagery.
Contribution to Experience: The world-building is superficial but effective. The “Curse” provides an excuse to visit a “Castle,” a “Greenhouse,” a “Forest,” etc., all rendered in this same, uniformly festive aesthetic. There is no deep lore or environmental storytelling—every pixel exists to say “Christmas” and “magic.” This homogeneity is a strength for the series’ intended purpose: to immerse the player in a consistent, uncomplicated holiday fantasy. It’s an interactive Christmas card, and it is beautifully printed.
Reception & Legacy: The Niche Sovereign
Critical & Commercial Reception at Launch: A Little Prince exists almost entirely outside the traditional games press. Its Metacritic page shows “tbd” critic scores with no reviews listed. Kotaku’s search returns nothing. Its lifeblood is the Big Fish Games ecosystem and word-of-mouth among HOPA enthusiasts. The sources reveal the reception channels:
1. Player Reviews on Aggregators: MobyGames and Big Ant Games show no user reviews yet, but this is typical for a niche title years after release. The energy is in the contemporary storefront reviews.
2. Beta Tester Feedback (via Big Fish): The ad blurb quotes enthusiastic beta testers (“graphics, audio, and storyline excellent,” “cute without being cutsie”). This curated feedback speaks to the target audience’s desires.
3. Dedicated Review Sites (BDStudioGames, xg627 Blog): These offer the most substantive analysis. The consensus: “terrific gameplay,” “excellent storyline” (relative to genre), “nice but easy” HOPs, “standard HOPA length of around four hours,” and “fantastic” for relaxation. The xg627 blog notes it’s “more fairy-tale elements than usual” but “enchanting and Christmas-y.” The one noted complaint is about “cartoonish graphics,” a minority view against the prevailing praise for the art.
4. Commercial Success: Its position as the 6th entry in a series that has continued annually through at least 2024 (Clara and the Guiding Star) is the ultimate testament to its commercial viability. It wasn’t a breakout hit that crossed over; it was a successful entry that solidified the series’ annual cadence.
Evolution of Reputation & Influence: A Little Prince does not have a reputation that evolves dramatically. It is not a “cult classic” rediscovered. It is a steady, reliable pillar of the HOPA genre. Its influence is purely within the series’ own template. Each new Christmas Stories title iterates on this foundation: slightly different art assets, a new licensed story (Andersen, Lewis Carroll, etc.), but identical gameplay DNA. The series’ legacy is one of longevity and consistency in a fickle market. It has outlasted countless competitors by perfecting a specific, unchanging experience. Its influence is in proving that for a dedicated audience, novelty in mechanics is less important than novelty in setting and art within a beloved, familiar structure.
Conclusion: The Comfort of the Predictable
Christmas Stories: A Little Prince is not a game that aims for the summit of interactive art. It is a masterclass in the craft of casual, seasonal entertainment. Its narrative is a lightly sketched fairy tale. Its puzzles are competent, familiar variants. Its innovation is zero. Yet, it succeeds at its singular goal: to be a vehicle for festive relaxation. The synthesis of its bright, detailed art and its saccharine-but-effective soundtrack creates an atmosphere so potent it can bypass critical faculties entirely. For the player who seeks a low-pressure, visually delightful, mentally engaging way to spend a winter evening, this game is a perfect 6-hour escape.
In the grand history of video games, A Little Prince will be a footnote—a data point in the story of the HOPA boom and the monetization of digital casual play. But in the personal history of thousands of players who have made its annual release part of their holiday routine, it is a cherished artifact. It is the video game equivalent of a favorite Christmas decoration: its value lies not in surprise, but in its dependable, joyful presence. As both a product and a perpetuator of a now 13-year-old tradition, Christmas Stories: A Little Prince is an unassuming but essential piece of the modern casual gaming landscape. It does not break the mold; it beautifully, reliably fills it, year after predictable, comforting year.