31 Oct 2020
Cloud Garden is a chill puzzle game where players get to turn mini-wastelands into overgrown beautiful gardens.
The core is simple, “Plant Seeds → Place Props → Grow”. And Repeat.
1.Plant seeds
2.Place props nearby to make them grow and bloom
3.Harvest newly bloomed flowers to gain energy and create more seeds
Players get to experience this loop with some nice puzzle elements which are gradually introduced with levels. The loop is repeated until the scenery is filled with enough greenery. The number of seeds and props are limited. Running out of both without having filled the greenery-meter simply results in a loss and players have to try the level again. Pretty Zen and unique.
The players are first introduced to a linear campaign filled with levels that teach them the basics. The tutorials are clear and simple. Instructions without narration, tips, or extra text. Something you’d expect from a cozy game. The linear campaign is divided into chapters. Each chapter contains about 13-15 levels and introduces new themes and seeds, puzzles become slightly harder while players get to become more creative with their mini-overgrown-wastelands.
Completing the first several levels results in the “Sandbox” mode being unlocked, then each completed level reward the player with props for use in Sandbox. The new seeds that are introduced in levels become usable in Sandbox too, but not mentioned in level-end rewards for some reason.
There have been some levels where I didn’t want to leave after completing them because I thought there were more I could have added but had to do it anyway due to running out of props. No props, no growth. Several times I even found myself completing levels and saying, “I think I could have started that one better”. These feelings and cycles are common in building-sims where players come up with different ideas the more they play and want to start over. Possibly, levels that are completed can be made available in “Sandbox” so that players can come back to them later with new unlimited seeds and props they have acquired from later levels. That way leaving all your beautiful hard work at a level would gain a bit more meaning.
A system where each level complete rewards the player with some sort of currency instead of level-specific props might have felt better in my opinion. This currency could have been used to unlock/buy props of their liking and help personalize their sandbox gardens faster. If players are meant to express themselves and get more creative in the Sandbox mode, the freedom to choose what they want first in their custom gardens may feel nice.
What if a player is not into the Sandbox at all? Then wouldn’t the sandbox-prop rewards feel slightly meaningless? Most likely, yes. In addition to small puzzle filled levels, a large “personal wasteland” that needs beautification can be great. A forgotten landscape that players fill with each victory can serve as quite a goal and a secondary loop. Maybe even unlock more land on it with each victory too? Players seeing their endeavors and hard work flourish after each successful level may keep pulling players back into Cloud Gardens for more. On the other hand, that may be a bit too much for a game with its vision is to be a “calm and relaxing puzzle experience”.
Cloud Gardens is not without “depth”. Each plant comes with its unique perks. Some are better at quickly covering more ground, some of them are better at hanging from high places, some are just better choices if there is not enough land and the only way to win is to grow plants in a vertical direction. So, the game pushes players to be smart with their creative decisions. And players can get to find out how much of these teachings can pay off in the Sandbox later.
Cloud Gardens is one of the most beautiful and soothing experiences I had from games in a while. I still find myself launching the game from time to time to just get lost in its ambiance and greenery. It is currently in “Early Access” and the developers are improving it with player feedback.