[3] Churchill states that Dragonstone began because "The Darkmere programmers took forever and Mark Jones, the graphic artist, was left with nothing to do.
The puzzles are similar as well - the in-game characters will request a specific object so that they can complete a task, so it's your job to retrieve it for them, thus opening up more areas to explore.
"[3] A difference that Churchill notes between the two games is that Dragonstone has characters that "move around of their own free will" regardless of the player's involvement, posing an example of a woodcutter in a forest who chops down trees, saying that "You'll keep bumping into him and you'll discover new areas which he's cleared, enabling you to explore parts of the level which were previously out of reach.
"[3] Churchill states that Mark Jones aimed for a "realistic" art style with Dragonstone's graphics.
[3] The One gave Dragonstone an overall score of 79%, comparing the game's puzzles to Dizzy, and furthermore stating, "the difficulty level seems to have been aimed at the younger player.
The One expresses that they find the use of scrolls in the game's puzzles to be a crutch, as the later levels in which they are prevalent are "just boring - you hit the space bar, you solve the problem."