Reviews from

in the past


a truly gorgeous and calming game i absolutely will play it again

The visuals and music are great but the puzzles were just very easy that it turned more into a walking simulator. Play Antichamber if you want a similar experience but with actual puzzles

A game where i got lost in the world with it's amazing visuals, infinitly repeated patterns of each level that you utilize in alot of puzzels, music and breathtaking scenery.

Cool first-person puzzler with nice visuals and ambience. The puzzle gameplay is fairly standard and logical, it’s not quite as clearly level-based as Portal or Talos but for the most part, finding the goal and pieces of each puzzle is not hard which is the approach I prefer with puzzle games. The quality is pretty good but I wouldn’t have minded some more difficult or satisfying puzzle designs, or just more in general. I had a great time but it only lasts a few hours.

The visuals are great, the style feels like an extension of what you see in Antichamber except instead of being confined to small corridors, the levels are massively open and infinitely repeating. This gives a great sense of scale but I’ll admit that with no real weight or a potential loss state, the game doesn’t really capitalise on this ambience. Portal 2 has a much smaller scale but the massive falls feel much more significant and immersive rather than just being a cool idea like in this game.

The story kind of matches the style in that it’s vague and without narrative. There are some abstract ideas but I don’t think it’s supposed to be very meaningful. Maybe I just missed the point. Anyway it’s still a good choice for puzzle fans but maybe a little overpriced at full price since there isn’t a huge amount of content.


it's got that Annihilation (2018) type beat which is big. Fun puzzles and true vibes.

so incredibly gorgeous and really fun to explore, the puzzles were so satisfying to solve. LOVE it.

This isn't really a review, but I've been friends with the director William for a long time. We went to the same college in Chicago (though years apart) and a while after releasing Anodyne in 2013 he contacted me about playtesting an early version of MG, then called "Relativity". I think this was either the fall of 2013 or 2014... we lived in the same neighborhood. He's also of Taiwanese origin which is especially rare that we were both doing independent games.

Anyways, as it turns out, after moving elsewhere in Chicago, I ended up moving back to the same neighborhood as him a year or so later so we would meet up now and then and catch up about what our games were up to. It felt like for a long time I was just stuck on Even the Ocean, him on Manifold Garden... eventually ETO did come out in 2016, but it'd be a few more years till Manifold Garden came out. I remember meeting for coffee and hearing about his various negotiations, navigating the world of funding, building a team, etc. I remember we had breakfast at a diner when his friend Alan Hazelden (Draknek - a prolific puzzle game designer) visited.

It was through him that I heard about a game design teaching job at SAIC and taught part time at that a few years while making All Our Asias and Anodyne 2. The neighborhood we were in was a bit isolated from the (small) games scene in Chicago, so it felt like that neighborhood was our 'gamer island' of sorts...

Anyways, as time got on I would playtest and look at more complete versions of the game. Everyone got older (at some point William hit 30, I remember a birthday party). Like with my own games it was neat to see what were test spaces slowly become complete levels, or see levels moved around in the sequence of the game, or hear music and sound added for the first time.

Eventually I moved off to Japan as I released Anodyne 2, and I believe missed the launch celebration for MG! But it was nice to see it successfully launch with platform support. In later years during the pandemic I got to visit William's new office space, we also visited our alma mater and their new games program. It's been a while since I've been back but we keep in touch now and then and his studio seems to be doing well.

I don't know how much writing has been done on this, but it's a weird thing, being in a games scene for over 10 years... a lot of folks I knew early on - when we were all teenagers or early 20s - some dropped out of the scene, some are still releasing but not really on social media... people developed different styles, different life priorities and styles of making games. We see each other's games in different states of progress... always sort of subtly reflecting on our own game creation practice as we look at and unconsciously analyze and think about what the others are doing.

It's so cool looking but I got so bored by the gameplay. It feels almost tacked on. Might've been better as an exploration or adventure game.

muy guay y muy diver pero el final es super anticlimatico

This game is so beautiful. One of the most fun and creative puzzle games I've played.

Stunning architecture and mind-blowing puzzles concoct a moody and meditative puzzle game experience that truly blew me away. The puzzles themselves evoke non-euclidean architecture and M.C. Escher, where they literally fold in on themselves and are simply stunning to see in motion.

Full Review: https://neoncloudff.wordpress.com/2020/01/30/now-playing-january-2020-edition/

baby toys in the fifth dimension

Not too complex but incredibly beautiful with amazing soundtrack

🔔 UMA ANÁLISE VALE MAIS DO QUE MIL IMAGENS 🔔

Disponível anteriormente na Apple Arcade algures por 2019 e recentemente lançado para a Nintendo Switch, Manifold Garden é um jogo centrado não só em quebra-cabeças mas também em viagens estranhas e únicas por um mundo sem fim. Quiçá não seja tão estranho assim não fosse o criador, William Chyr, licenciado em artes pela universidade de Chicago. Com uma banda sonora e direção artística únicas, Manifold Garden consegue ser em primeira instância uma obra de arte e depois então, um videojogo.

Assim sendo, compreende-se que não haja um enredo propriamente dito. Em filosofia é costume discutir que as obras de arte sofrem problemas de interpretação em dois polos: isolacionismo e contextualização. Não vou gastar um parágrafo nessa aventura, mas deixo assente que em Manifold Garden tudo está à mercê da nossa imaginação. Se realmente existe um porquê para tudo o que acontece, certamente estará na mente do senhor Chyr, pois nada naquele mundo artificial revela uma intenção de desenvolver um enredo ou uma linha narrativa.

Mas ainda assim, Manifold Garden é um videojogo e isso exige que se estabeleçam algumas regras. O início da aventura começa com uma série de quebra-cabeças cuja função é explicar como decorrem as cerca de seis horas de jogo e no fim de cada desafio, a mecânica principal fica esclarecida: utilizar a gravidade do mundo, alterar a nossa perspetiva e colocar cubos na cor correta. É estupidamente simples e divertido, mas também desonesto na sua dificuldade. Tudo é feito em torno desta mecânica e progressivamente, surgem novas ideias para apimentar a viagem. Chega a um ponto que é necessário pensar três, quatro ou até cinco passos à frente para executar e avançar até à próxima etapa, muito ao estilo do apreciadíssimo Portal. A dificuldade está lá, mas existe pouco sentimento tão recompensador como este.

Mas por muito interessantes ou desafiantes que sejam os quebra-cabeças, a verdadeira experiência de Manifold Garden encontra-se na direção artística e na banda sonora. Poucos são os jogos que atingem um patamar quase etéreo na sua execução, mas o mundo idealizado por William Chyr é longo, vasto e repleto de estruturas inicialmente muito cinzentas e minimalistas que se vão tornando mais coloridas e complexas. Tudo é grande e ambicioso neste jogo; tudo é deslumbrante mas ainda assim, consegue ser estranhamente calmo. A banda sonora é um complemento excelente e a sua composição merece ser apreciada, mesmo fora do jogo.

Contudo, um dos momentos mais impressionantes foi cair de uma plataforma acidentalmente. Ao contrário do esperado ecrã de Game Over, a descida é contínua até se cair em terra firme…várias vezes no mesmo sítio de onde saltei. A descida continuava e continuava, um ciclo vicioso sem fim em que vi inúmeras vezes o exterior da estrutura onde estava confinado. Muito frequentemente a solução para vários desafios passa por mudar a forma como se olha para a questão.

Ainda assim, por toda a liberdade encontrada tanto a nível de mecânicas como a nível de interpretação, é de salientar que existe uma falha óbvia na falta de um botão para saltar. São vários os desafios que se tornam desnecessariamente difíceis só porque a nossa personagem é incapaz de contornar a gravidade com o seu próprio corpo. Algo que também é transversal ao género, e talvez algo mais subjetivo, é o nível de dificuldade. Outros tantos quebra-cabeças incitam a famosa reação “é isto?” na sua conclusão. Apesar da experiência geral no seu todo ser agradável, com a vantagem adicional de se poder jogar em qualquer lado, Manifold Garden não aproveita outras funcionalidades da consola, sendo tudo muito simplista.

_______________ CONCLUSÃO ________________

Mais experiência do que jogo, Manifold Garden deslumbra pela suas componentes artísticas. Aqui a jogabilidade apresenta-se apenas como um complemento interativo, na mesma onda de jogos como Journey, apesar da execução ser muito inspirada em Portal. A banda sonora, por sua vez, é indispensável e tem de ser ouvida para a mestria ganhar vida.

Trata-se, no entanto, de uma conversão muito simples, com alguns puzzles irritantes, um tempo curtíssimo de vida e nenhuma razão para voltar a jogar, o que coloca o jogo uns pontos abaixo do esperado.

Pontos Positivos:
✅ Banda sonora
✅ Direção artística
✅ Sentimento de recompensa

Pontos Negativos:
❌ Tempo de jogo muito curto
❌ Nenhuma razão para voltar a jogar
❌ Alguns quebra-cabeças muito irritantes

______________ FICHA TÉCNICA ______________

◻️ ➡️ "Manifold Garden – Análise"
◻️ 🙋‍♂️ Read more of my reviews by clicking here
◻️ 🗂️ Metacritic’s page here and OpenCritic’s here
◻️ ✍️ in European Portuguese
◻️ 📝 on 09/09/2020

____________________ FIM _____________________

A beautiful fractal puzzle game that has you exploring set pieces infinitely repeated upon themselves. Within these minimalist renderings you can explore by moving to any adjacent surface, find interactables, and try to figure out how to proceed to the next area - normally just by finding a switch, placing objects in set locations, or redirecting a flow of liquid to another location.

This game really blew me away with the sheer scale of its infinite spaces. It oozes atmosphere from its surreal liminal sandboxes, and the puzzles are just as fascinating as the solutions are devilish creating some mind blowing physics interactions that make use of the infinitely tessellating space.

While there is no real story to speak of the abstract goings on throughout each level are well worth the price of admission as you're treated to some wonderful visuals from start to finish, and for the avid puzzler every stage has an alternative solution which gives a great excuse to replay such a unique and interesting game.

High marks for creativity, a truly unique experience, and clever but simple mechanics that draw on the fractal world making you think in entirely new ways.

Manifold Garden is a fantastic game. The visuals are obviously striking from the pastel colour palette to the infinitely repeating fractal archictecture. This game is really a treat for the eyes.
The puzzles are pretty challenging with the difficult gradually ramping up as you play. With the changing the gravity navigating the different levels is a puzzle in itself. It's also really rewarding to utilise the gravity mechanic to make shortcuts for yourself since falling is faster than running.
However I feel like the final puzzles couldve been a bit harder.
The music really adds a lot of atmosphere and really complements the overall aesthetic.
Honestly I spent my last few moments in the game wanderings its levels and getting lost in its beautiful abyss.

Manifold Garden is a fun puzzle game that is mainly carried by its aesthetics. While I did enjoy the puzzles, they were a bit too easy. The environment is beautiful though and the music really helps you lose yourself in this gorgeous world of pastel fractals. Overall I had a good time and that end sequence is especially mesmerizing

What really sets the game apart aren't the puzzles but the atmosphere. The fractal based visuals and the atmospheric soundtrack make this one of the most unique puzzle games out there. The endless repetition isn't just for show either since most of the puzzles will require you to fall onto the next iteration of the same level. This might also be triggering for some people because even though most of it is only really happening on a 27 inch screen in front of me, I had goosebumps from my fear of heights almost throughout. Some trippy sequences and areas also gave me this weird fight-or-flight feeling and I was tense through a lot of it but not at all in a bad way. There's really nothing that can hurt you in the game though some of the visuals are meant to be somewhat unsettling. The dev really found an incredible theme here and executed it perfectly. The way the geometry just fades out into infinity makes for some thrilling sights almost every step of the way.

On the puzzle front, the game isn't particularly tough. You're mostly trying to navigate and find the puzzle or execute what you know you want to do more often than figure much of it out. You're mostly interacting with blocks and trying to get them into the right pads and other mechanics that I don't want to spoil. It's a fairly short game and I finished it in about 4.5 hours with minimal help at one point cause I forgot a mechanic but otherwise the most confused you'll be is when looking for what to do next.

I'd recommend this to anyone looking for an FPS puzzler a la Antichamber which this seems to use heavily as inspiration for the structure. The visuals and atmosphere alone are worth the price of admission.

They let you take the cubes out of the levels

This game gave me a headache. I heartily recommend it.

an aesthetically rich game with okay puzzles. was never really compelled by its gameplay or progression so it wound up taking me nearly a year to finish, so

pretty and very interesting. some of the puzzles could have been harder. others were very hard and spanned multiple worlds, which was too obscure

this was fine but for some reason it reported that it was running at like 4000 fps lol

Gorgeous first person puzzler. I enjoyed it, but felt as though some mechanics weren't fully explored by the end of the game.


Not the type of game I usually play but I thought it was really impressive and amazing. No real complaints. Some puzzles are psychotic though go fuck yourself.

Sights & Sounds
- Gorgeous abstract visuals throughout
- Screenshots, while pretty, don't do the game justice. Traversing the world is a whole different level
- The music is light background electronic music ranging from austere to ominous

Story & Vibes
- It's an abstract puzzle game; there's no narrative
- Instead, just enjoy the splendor

Playability & Replayability
- The puzzles are all perspective-based, so people with good spatial awareness will probably like this game
- Besides running around and moving colorful cubes, you'll also shift gravity around quite a bit, both for moving around the levels and for solving puzzles
- Not sure I'll be back for a replay

Overall Impressions & Performance
- If you're a fan of pretty visuals and sometimes tricky puzzles, this is for you
- Played the first few parts on PC, then finished up on the Steam Deck. Ran very well on both

Final Verdict
- 7.5/10. If it seems up your alley visually and you enjoy puzzles, buy with confidence. Keep in mind it's between 5 and 10 hours depending on how often you get stuck

A solid puzzle game that really tests your spatial awareness. The puzzles don't get too complex and there aren't many unique elements. However, this works considering the game is very short, taking just a few hours to beat. It's also extremely fascinating to just look at.

Казалось бы, причем тут Нолан?