Manifold Gardens

Содержание

My Telegram  | My LinkedID

Introduction

Deconstructing abstract games is a challenging task. It’s nearly impossible to follow specific rules due to the blurred boundaries of such games. Most level design principles don’t apply here. However, this can be seen more as a recommendation to broaden your horizons, showing how much the boundaries of a game can shift. The game, in general, is an adaptation of the works of M.C. Escher.

Maurits Escher, Lithograph "Relativity"

This type of game allows us to experience something we can’t in real life. To see with our own eyes things that are impossible to witness in reality. This can be incredibly useful for level designers, helping them discover new techniques that differ from industry standards.

What helps us gain new experiences?

The game itself is a puzzle that involves the concepts of infinite space and shifting gravity. These mechanics enable us to move puzzle elements to the correct places, unlocking doors as we progress.

Gravity Shifts

One of the tools for solving puzzles is gravity shifting. It’s essential for movement, as the game doesn’t even feature jumping. Gravity shifts essentially replace that mechanic. We can use surfaces to select the direction of gravity, adding complexity to the player’s movement vectors.

 

Infinity of the World

The game world is absolutely infinite. We can fall endlessly into the abyss, and the world will keep repeating itself over and over again, with nothing changing. We use this feature as a means of traversing the game world.

Sometimes, it’s hard to comprehend the concept of an infinite world, as it blurs the boundaries of what seems possible. For example, imagine a diagonally infinite world made up of staircases, with a passage we need to reach on the opposite side. It feels like the world above us is flipped and mirrors the one we’re standing on. And that’s exactly the case—there is an exit, but it’s on the other side.

Spatial Distortions

In addition to being infinite, the space is also distorted. You can enter a narrow doorway and find an endless world inside, yet stepping back through the same door reveals nothing behind it.

This can also happen with rooms. In one location, we direct water to a mechanism, but the rooms themselves are paradoxical—they don’t physically connect yet share common entrances and exits. Everything is mixed up, forcing us to navigate only by the passages rather than what we visually perceive around us.

Physics Manipulation

Water flows as long as we maintain one direction of movement. But when we change that direction, the water solidifies, becoming a surface we can use to walk on. This mechanic becomes key in solving some of the puzzles.

Conclusion

The game doesn’t follow traditional level design rules, and the main reason for this is that it simply can’t. When I played the game, I was constantly amazed by the spatial labyrinths the developers had created. I don’t regret the time spent—it’s the perfect game for expanding your perspective and solving puzzles. There’s a lot to learn from it.

Поделиться

Telegram
Twitter
LinkedIn
Email

Комментарии

Your email address will not be published. Required fields are marked *

Другие записи