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The Gardens Between similar games & best alternatives

The Gardens Between

PC (Microsoft Windows) • 2018

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Quick resume

The Gardens Between is a surreal puzzle adventure that follows best friends, Arina and Frendt, as they fall into a mysterious world of beautiful garden islands. Manipulate time to solve puzzles and discover the secrets of each island.

Global score

94/100

Genres

Adventure, Indie

Similar games

    Pros

    • Beautiful and imaginative art style
    • Innovative time manipulation gameplay
    • Relaxing music and atmosphere
    • Emotional and nostalgic story
    • Accessible and low frustration puzzles

    Cons

    • Short game length
    • Low puzzle difficulty
    • Limited replay value
    • Minimal player autonomy
    • Price considered high by some

    Analysis

    Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Survival, Violence, Fellowship, Expression. Here, the score leans higher than usual among comparable games on Intimacy. It leans lower than usual among comparable games on Autonomy, Thrill.

    How to use the graph
    Similar games map

    Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

    • Larger dot with a light outline: the game you are viewing.
    • Colour: groups of games with comparable motivation patterns (statistical clusters).
    • Hover a dot to see the game name; click to open its page.
    • Scroll or double-click the chart to zoom out and see more games.

    Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers.

    Motivations

    • Autonomy
      -3

      "Players do not control characters directly but manipulate time flow, limiting direct action and choice."

    • Competence
      2

      "Puzzles require some thinking and problem solving but are generally easy and not highly challenging."

    • Competition
      -5

      "No competitive elements; focus is on personal puzzle solving and story experience."

    • Continuation
      1

      "Some players replay levels for achievements and enjoy the experience, but overall game is short and not designed for long habitual play."

    • Cooperation
      -5

      "Single player experience with no multiplayer or cooperative gameplay."

    • Creativity
      4

      "Innovative time manipulation mechanic and imaginative level design encourage creative puzzle solving."

    • Domination
      -5

      "No elements of exerting control or superiority over others; cooperative and equal experience."

    • Escapism
      4

      "Players use the game as a relaxing, nostalgic escape into a dreamlike world and childhood memories."

    • Expectation
      -4

      "Players engage voluntarily for intrinsic interest and emotional experience."

    • Experimenting
      3

      "Players experiment with time flow and puzzle elements to find solutions and explore mechanics."

    • Exploration
      3

      "Players explore new surreal environments representing memories, discovering puzzle elements and story."

    • Expression
      -4

      "Limited customization or self-expression; players follow preset paths and aesthetics."

    • Fantasy
      4

      "Game features imaginative, surreal worlds and abstract storytelling about friendship and memories."

    • Fellowship
      -5

      "Primarily a solo experience with minimal social interaction."

    • Growth
      2

      "Players develop puzzle-solving skills and understanding of unique mechanics, though difficulty is low."

    • Health
      -5

      "Sedentary gameplay with no physical activity elements."

    • Idle
      -3

      "Requires focused attention to solve puzzles; not designed for idle or background play."

    • Intimacy
      1

      "Emotional connection to story and characters but limited social or relational interaction."

    • Leadership
      -5

      "No leadership or group management elements."

    • Progression
      2

      "Players progress through levels and unlock achievements, but no complex item or upgrade systems."

    • Relaxation
      4

      "Game is relaxing with soothing music, gentle pacing, and low frustration."

    • Sensation
      3

      "Beautiful visuals and ambient sound provide sensory enjoyment and emotional engagement."

    • Status
      -5

      "No social status or recognition systems."

    • Story
      4

      "Strong narrative immersion through visual storytelling and emotional themes without dialogue."

    • Strategy
      2

      "Requires some problem solving and planning in puzzle solutions, but puzzles are generally straightforward."

    • Thrill
      -3

      "Low risk and tension; experience is calm and contemplative rather than suspenseful."

    • Value
      1

      "Players find good value especially on sale, though some consider price high for short length."

    • Violence
      -5

      "No violence; gameplay is constructive and peaceful."

    • Survival
      -5

      "No survival or threat avoidance mechanics; stable, low-risk environment."

    Last update: 29/04/2026