Manifold Garden is a very beautiful puzzle game. I love the avant-garde surreal realms, and the actual puzzles within the game are not brain-shatteringly difficult. While some find the campaign to be on the short side, I enjoyed the pace at which I was able to get through it. Awesome game, loved it!
A Gorgeus puzzle game, with tripping colors and shapes that makes the best of it's idea, through the game you'll be baffled with the environments while solving the puzzles.
The puzzles itself are well thought , you start with and small concept and expand upon it throughout the game , my favorite ones were the fluids one.
But, because the spaces were big, sometimes it would take a long time to just walk were you needed it to, and you can get lost pretty easily because of that as well, it lacks a form of a hint system, as other puzzles games also do.
The puzzles itself are well thought , you start with and small concept and expand upon it throughout the game , my favorite ones were the fluids one.
But, because the spaces were big, sometimes it would take a long time to just walk were you needed it to, and you can get lost pretty easily because of that as well, it lacks a form of a hint system, as other puzzles games also do.
This game is intensely beautiful in both graphics and sound, but the gameplay doesn't do the game justice. You see, Manifold Garden leans heavily into being a puzzle game, but the puzzles are really disappointing.
On a normal run, the game presents itself as fairly linear, and most of the puzzles are solved before you can even figure out what it is you have to do: You see a cube, you grab it, you see some water, you put the cube on the water to re-direct it, you grab another cube, follow the stream, see the water wheel, redirect the water into it, puzzle solved. Most of the puzzles take about as long to solve as putting all of the pieces together, with not much time required for thinking. It's really quite disappointing.
Doing the 'Game Is Not Enough' route turns the game into a frustrating experience revolving around navigating infinitely looping environments, looking for portals to let you progress (four pillars, all of the passages between them loop infinitely save for one) and for cubes to let you solve the 'puzzles'. For example, near the end of the route, you have a yellow socket and a green socket in the back-ass middle of nowhere. You have to find a yellow cube, a green cube, or two yellow-green cubes to fit in there. I managed to find one yellow-green cube, and within a few minutes, dragged it across the map, through two nexus areas, to the puzzle. However, I could not find a yellow-green cube, so I resolved to get a green cube, and 'walk' it across the map using two red cubes. After some time 'walking', I reached a large staircase, which prevented me from using the 'walking' method. I ended up coming up with a way to 'walk' the green cube up using the two red cubes as well as the green-yellow cube from earlier. After forty minutes spent tediously getting the cube up the stairs, I was home free. Some fairly tight platforming and a bit more 'walking' later, I was able to progress.
This took over an hour. Over an hour of lugging a cube across the map. The stairs thing was the only time I felt smart when playing the game, but it was not worth spending an hour getting the cube across the map.
Overall, the game is really pretty, but the puzzles are a big let-down — the infinite looping nature of the environments starts to count against the game when exploration becomes completely nonsensical, so it's impossible to navigate the environments unless you have a guide, or you are willing to scour every corner of the map for portals. The game would have been better off as more of a walking simulator and less of a puzzle game.
On a normal run, the game presents itself as fairly linear, and most of the puzzles are solved before you can even figure out what it is you have to do: You see a cube, you grab it, you see some water, you put the cube on the water to re-direct it, you grab another cube, follow the stream, see the water wheel, redirect the water into it, puzzle solved. Most of the puzzles take about as long to solve as putting all of the pieces together, with not much time required for thinking. It's really quite disappointing.
Doing the 'Game Is Not Enough' route turns the game into a frustrating experience revolving around navigating infinitely looping environments, looking for portals to let you progress (four pillars, all of the passages between them loop infinitely save for one) and for cubes to let you solve the 'puzzles'. For example, near the end of the route, you have a yellow socket and a green socket in the back-ass middle of nowhere. You have to find a yellow cube, a green cube, or two yellow-green cubes to fit in there. I managed to find one yellow-green cube, and within a few minutes, dragged it across the map, through two nexus areas, to the puzzle. However, I could not find a yellow-green cube, so I resolved to get a green cube, and 'walk' it across the map using two red cubes. After some time 'walking', I reached a large staircase, which prevented me from using the 'walking' method. I ended up coming up with a way to 'walk' the green cube up using the two red cubes as well as the green-yellow cube from earlier. After forty minutes spent tediously getting the cube up the stairs, I was home free. Some fairly tight platforming and a bit more 'walking' later, I was able to progress.
This took over an hour. Over an hour of lugging a cube across the map. The stairs thing was the only time I felt smart when playing the game, but it was not worth spending an hour getting the cube across the map.
Overall, the game is really pretty, but the puzzles are a big let-down — the infinite looping nature of the environments starts to count against the game when exploration becomes completely nonsensical, so it's impossible to navigate the environments unless you have a guide, or you are willing to scour every corner of the map for portals. The game would have been better off as more of a walking simulator and less of a puzzle game.
It's visually stunning and there is a lot of potential for non-Euclidean shenigans in here, but personally I found the execution a little lacking. Some of the puzzles in the mid-game are great; I greatly enjoyed the puzzles with waterfalls. However, a lot of the puzzles just devolve into 'find the one cube in this large and confusing environment... I get that that is the point of the game to some extent, but it's not fun to do? On balance I don't regret playing it though; probably worth picking up if only for the kaleidoscopic graphics alone.
This is a really awesome and beautiful-looking game. I spent way too long just taking screenshots of everything using the photo-mode.
My only issue with it is that a lot of the time (particularly in the wide-open areas), it's genuinely a lot harder to figure out where important stuff is than it is to solve the actual puzzles. I feel like a bit more sign-posting in these areas would be extremely beneficial, and that the more confined puzzle-room areas could be made longer and more in-depth to compensate.
Other than that though, I strongly recommend this, especially if you loved Portal or Superliminal!
My only issue with it is that a lot of the time (particularly in the wide-open areas), it's genuinely a lot harder to figure out where important stuff is than it is to solve the actual puzzles. I feel like a bit more sign-posting in these areas would be extremely beneficial, and that the more confined puzzle-room areas could be made longer and more in-depth to compensate.
Other than that though, I strongly recommend this, especially if you loved Portal or Superliminal!
This game is tough. The actual aesthetic is crazy, where each level stretches into infinity and there are plenty of non-euclidian spaces. However, often it is cooler to look at than to actually play. The puzzles feel obtuse, not satisfying, and something about the gravity mechanic just messes with my head. Ultimately, the aesthetic I so cool, but I never got a motivation to keep going, especially when hitting tricky puzzles.
This is one of my favorite games in the MC Escher inspired sub-genre of first-person puzzle game (Superliminal, Antichamber, Maquette, Hyperbolica, and maybe even The Unfinished Swan and Portal). I think the visual design of interactable objects could have stood out a little more, and the puzzles near the end often prioritized size and grandeur over clever design, but overall, this is a consistently beautiful game.