Machinarium

Machinarium

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deadfish90 Nov 13, 2012 @ 2:26am
The Puzzles...Good or Bad?
I felt like a lot of the puzzles were not well related and would be almost impossible to determine without the game hint manual. I liked the art direction of game and the music, but I found myself frustrated more than just enthralled. Anybody else find that the designer expected you to intuitively know too much?
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lowkey Dec 19, 2012 @ 1:07am 
Personably i found a few(2-3) of the puzzels to be unsolvable(the bird on the powerline for example) but overal the game was rather good.
K4ever Dec 20, 2012 @ 12:53am 
I guess when it comes to solve this kind of puzzles in adventure games, its all up to how much time the player is willing to use in thinking how to solve it. From the start, this game looked amazing to me. I loved the story, the characters, the artwork, the music, the puzzles ... everything. Then I came across the typical "impossible" or "illogical" puzzles one is "supposed" to find in this type of adventure games. The thing is that I was so into the game, and since I really liked it, I took the time to try to figure all the puzzles by myself. What happened? I solved them all by myself. I finished the game and felt really rewarded when I was watching the ending credits.

So for the question the answer is good.

You think machinarium had impossible puzzles? lol ... play "time gentleman please" and let me know what do you think. In this game Im mentioning it wasnt worth it for me to use too much time into figuring out the puzzles. The game overall wasnt motivating me enough in order to figure out the answer myself, and so I used gamefaqs/google and called them "impossible puzzles".

At the end, its all relative to the people playing those games along with their expectations towards them.
SaintGabe Jan 17, 2013 @ 12:45pm 
Actually I thought the bird in the powerline was easy, I mean if you watch when you move/do stuff on the screen most puzzles are reasonably [not obtuse]. But there was one or two I had trouble with (the didgeridoo*). The solution to that puzzle in particular is absurd, although I won't spoil it here**. As long as you don't mind wandering around a little looking for items before you have reasons to use them you should be fine. Also if you pick something up that looks like a belt, it's not (it's fly tape).

*giant pipe thing in the band

** I will here though: How in the hell are you supposed to know to put the cat in the didgeridoo? If anybody knows why you're supposed to have known to do that, I want to know where you got the idea.
Kuhaa Jan 20, 2013 @ 2:27pm 
I think Machinarium handles this particular aspect of the game very well. You can take your time and figure out the puzzles on your own like the developers want you to, or you can use the in-game walkthrough whenever you get stuck. It's a pain in the butt but then again, having to play throught the minigame every time you want to access the walkthrough is designed to be discouraging. I used the walkthrough couple of times on my first playthrough, and I still do on occasion, and I don't feel the least bit bad about it. I was still able to figure out most of the puzzles on my own, and it felt incredibly satisfying.

My point is that one shouldn't be afraid to consult the walkthrough. It's there for a reason. And even if you don't solve all the puzzles on your own, Machinarium is still definitely worth playing because the story is amazing (and as a sidenote, I personally find the way all the different areas connect to each other pretty clever).
The game is perfect the way it is, if you want a similar experience with less to no puzzles try "Botanicula".

Same creators.
Big Snake Oil Mar 6, 2013 @ 1:38pm 
Well, the devs clearly knew they were making a hard game. They put in not only a hint system but a whole ILLUSTRATED WALKTHROUGH to work with if you're stuck.
brent.vecchi Mar 28, 2013 @ 9:21am 
The puzzles were challenging, but I don't think impossible. There a couple puzzles I needed the hint system but as soon as I saw the answer it was a "duh" momment as the answers are usually pretty obvious. Great game though. I'd like to see more from the developers.
Kuhaa Mar 30, 2013 @ 6:57am 
Originally posted by brent.vecchi:
I'd like to see more from the developers.
There have been screenshots of Samorost 3, I hope we'll see the game released this year. I also wouldn't mind having Machinarium 2 with puzzles that require you to make Stefan and his girlfriend to work together. I'd be happy with another original title as well. ANYTHING from Amanita Design.
K4ever Apr 4, 2013 @ 10:47pm 
Originally posted by Kuhaa:
Originally posted by brent.vecchi:
I'd like to see more from the developers.
There have been screenshots of Samorost 3, I hope we'll see the game released this year. I also wouldn't mind having Machinarium 2 with puzzles that require you to make Stefan and his girlfriend to work together. I'd be happy with another original title as well. ANYTHING from Amanita Design.

Samorost3 screenshots?

Link please. I just did a quick google and couldnt find anything.
Kuhaa Apr 14, 2013 @ 10:56pm 
These[amanita-design.net] are the screenshots I was refering to. Turned out they're photos from 2010 game conference. I didn't notice they're that old the first time because that thread was created this year. Amanita also updated their Facebook page with Samorost 3 teaser a while back. The game is coming together, I believe.
K4ever Apr 28, 2013 @ 10:12am 
Originally posted by Kuhaa:
These[amanita-design.net] are the screenshots I was refering to. Turned out they're photos from 2010 game conference. I didn't notice they're that old the first time because that thread was created this year. Amanita also updated their Facebook page with Samorost 3 teaser a while back. The game is coming together, I believe.

mmmmmmm .... me gusta.


http://i0.kym-cdn.com/photos/images/newsfeed/000/103/740/Me%20Gusta.png?1318992465
Kuhaa Apr 30, 2013 @ 5:35am 
I stumbled across something rather disheartening while reading Amanita's blog. According to a comment in one of their latest blog post Samorots 3 won't probably be out until 2015. I know it's not an official statement so it could be we'll see the game before or after that. But it's pretty clear now that they're nowhere near finishing it. It's easy to see why, though, since they've been busy porting Machinarium to various platforms.

Here's[amanita-design.net] the blog post, see comment #16.
Last edited by Kuhaa; Apr 30, 2013 @ 5:35am
Ericz May 2, 2013 @ 8:31pm 
The last room have 2 puzzles very badly designed, that will throw all the pleasure to play on garbage.

But the puzzles are one of the best that i play on genre, overall.
The game is beautiful, awesome, but this end was really disappointing, frustrating, mood breaker... I just can't believe they do it.
kimsim Jun 25, 2013 @ 7:52am 
Awesome game
Szoreny Klepko Jun 27, 2013 @ 1:55pm 
Originally posted by Grognar, Destroyer of Worlds:

** I will here though: How in the hell are you supposed to know to put the cat in the didgeridoo? If anybody knows why you're supposed to have known to do that, I want to know where you got the idea.

Don't you see a mouse crawl into the thing at one point? Certainly examining the Digiridoo lets one see the two red eyes blinking inside of it. I wasn't expecting to get a cat, I was thinking more along the lines of finding bait or a coat hangar to poke it out with. So I was looking for something to either lure the mouse out or flush it out. Once I had the cat, I knew exactly what to do with it. The immediate image I thought of when I bagged the cat was a terrier flushing out a rat....




Last edited by Szoreny Klepko; Jun 27, 2013 @ 2:07pm
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Date Posted: Nov 13, 2012 @ 2:26am
Posts: 23