I played through and finished DeathSpank over the last couple days. Fun game, though kind of in spite of the gameplay mechanics, which I hate to say are pretty poor. As a hack-and-slash there is just way too little depth to it to keep things engaging, and there's very little difficulty curve to it unless you end up in an area that's too high-level for you. Enemies have almost no distinguishing characteristics, so it just becomes a complete button-mashing spam-fest. The only exception comes in blocking, but only a few enemies really pose enough threat to warrant that and "mastering" it is very, very easy.
Itemization is also very weak, with 100% linear armor and weapon upgrades that are only slightly differentiated by some different special attack options (which I found to be extremely overpowered). There's even an "auto-equip best armor" toggle you can activate which just takes out any possible fun there might be in choosing your "build" (of which there is basically one). There's lots of various damage types and resistances but I never, ever had any use of any of them. Enemies are never resistant to physical damage so there is absolutely no reason to ever bother using elemental weapons, which is a shame.
Outside of combat, which makes up 95% of the game, there are some nice touches. One good thing it has going for it is its more-or-less open world. There is a natural path through that world but a lot of objectives can be tackled in whatever order you want, which I appreciated. There are some great adventure game-like quests in there too, like feeding wooden objects to termites in order to chew through them. The constant mockery of fetch quests is also pretty funny, though I'm not sure you win too many points by pointing out "yeah, our quest design sucks... because it's supposed to, it's a parody!" considering you still have to actually play the game. It's also not so long that it wears out its welcome, either, and the "endgame" section is mercifully succinct, which was refreshing.
What saves it is the style and humour. The artwork is fantastic despite some ugly low-res bits here and there, and Ron Gilbert still has it years after Monkey Island. The game is genuinely funny and its "wackiness" never becomes grating or overdone. If there is a game I have ever played that has been most saved by presentation, it's probably this one. Seems to be the case with most of Hothead's games - entertaining writing and good visual style, but pretty weak gameplay all around. Would have been neat if they were around long enough to live up to their potential.