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When you find yourself sleepwalking in the lush ornamental gardens of the Sylvan Villa, you must discover how to break the thrall of a mysterious trance.
You will be aided in your journey by the gardens' keepers: a gardener, a botanist, a librarian, and an enigmatic hermit. Form bonds of friendship or pursue a slow-burn romance as you roleplay, helping these companions with quests that draw you deeper into their individual stories.
The Secrets of Sylvan Gardens will transport you into an original cozy fantasy setting inspired by Italian Renaissance gardens and Greek mythology.
• A story shaped by your decisions, with over 260 unique variations on the ending.
• Illustrated with 19 original watercolor paintings.
• Scored with nine original pieces of music by an award-winning classical composer.
• LGBTQ+ representation and four romance options with diverse genders.
Content warning: Depictions of memory loss. Characters grieving loss of family/spouse. References to genocide against fantasy species.
| Average Rating: Number of Reviews Written by IFDB Members: 5 |
This was a refreshing game to play. In a time where a lot of games are using AI art or text that is bland and often nonsensical, this game stood out to me for its distinct art style (I think a combination of watercolors and something else?) and its well-planned, symmetric plot and characters.
This is one of only two games marked 'over two hours' on the website, and I spent about 4 hours from start to finish, but it would probably be about 2.5 hours if I locked in.
It's a wholesome game, the same way Eikas by by Lauren O'Donoghue is (for those who remember it from last IFComp). Both focus on relationships and nature in a nature setting and take place over a long period of time.
This game has its own unique elements, though. You are a newcomer to a town with a magical villa, with beautiful gardens, a mysterious library, and four characters, each having a tragic element in their lives as well as an interest in you. You yourself are afflicted by sleepwalking fits that take you into the garden at night.
All four characters have friendship paths and romance paths on top of that. I ended up romancing Penny the botanist and befriending the others.
Design-wise, some of the game does suffer from from having large, complex option and dialogue trees but requiring you to plow through almost all of them, which can feel like a chore at times, although the writing is charming. There are also options where you choose how to react, but these often boil down to "Be nice, be indifferent, be mean," with little use for the mean option (that I found). On the other hand, the ending choice was very well done, and I had to sit and contemplate for a while on what I'd pick, and there were both good and bad consequences to my choice. It's one of the best ethical dilemmas I've had in a game for a while. Similarly, there are some puzzle elements which are pretty fun, most of them relatively light but requiring at least some notetaking (one puzzle in particular feels like an Ocarina of Time reference to me).
Overall, I think that it would have been better to slow down and take the game in at a relaxed pace rather than rushing for the competition, as this is a pretty mellow and chill game to settle down with; a good game to play while drinking warm cider, snuggled up on the couch when it rains or snows outside.
There are two other games by this author in the competition; I definitely am looking forward to them now!
I’ve since moved away, but for a long time I lived just a few minutes away from the Huntington Gardens in Pasadena, CA. They’re a series of botanical gardens with various theme – there’s a rose garden, one with native plants, some woodier areas, a Japanese garden – plus a library, art museum, and conservatory, all based on the collection and estate of a railroad magnate who was a great philanthropist (but definitely did some shady stuff to make his money). It’s a lovely peaceful place, and I visited it a whole bunch when I leaved nearby, taking friends or family members when they were in town or just going to hang out on a lazy Sunday, in those pre-kid days when lazy Sundays were a thing.
So when I tell you that The Secrets of Sylvan Gardens is a game about spending a bunch of time at a magic version of the Huntington and solving some riddles and mysteries while building friendships and/or romance with a quartet of appealing characters, let there be no doubt that this is extremely my jam. Like, check this:
"A handful of visitors mill around, chatting and strolling. A half-elven couple and their toddler feed breadcrumbs to a flock of birds. A boy sits on a bench, absorbed in a book. The connected structures of the central villa, the library building to the East, and the glass conservatory to the West bound this area on three sides. An engraved bronze plaque identifies your location as 'NAIADS POOL.'"
There are things to do here: the reason you wind up at the Sylvan Gardens is that you’re afflicted by a strange sleepwalking malady that seems to keep drawing you to its grounds, so you’ve decided to investigate in your waking hours. And after you meet the aforementioned characters, they turn out to have their own problems that relate to your own, and running down these interconnected mysteries involves deciphering mythological references, brewing potions, and solving some similar gentle puzzles. These are all engaging enough, but for me the draw is just that this is a very nice place to spend time. There are follies! Two separate characters want to have tea with you upon first meeting them! There are bucolic graphics and a nice little map! The lady who founded this place was named Ploutossina Pecunia, which is a funny Dickensian name and also proof that this is one of those fantasy worlds that definitely had a Rome!
The characters are very nice too. As with the other game of the author’s that I’ve played in this Comp (Path of Totality), they’re all wholesome and down to earth; some of the early sequences hinge on whether you want to tell them all about your predicament or be more cagey, but they’re all so ingenuous I’d be surprised if many players took the latter route. There’s a child-prodigy librarian, a dedicated botanist, an easygoing gardener, a hermit who knows more than he’s letting on… you can choose to romance one of them, but that doesn’t stand in the way of just strengthening your friendships with the others, which are rewarding in themselves: you can go hiking or stargazing or eat a homecooked meal while getting to know them and helping them with their problems. Those problems aren’t exactly subtle – they’re each suffering from a different malady that mirrors your own, and which have thematic resonance with emotional challenges they’re experiencing as well; these are perhaps a bit on the nose, but allow the gameplay bits where you’re trying to lift the curses mirror the relationship dynamics sketched out via dialogue, which I think is a worthwhile trade.
There’s a lot of game here – I think it took me about three hours to get to the end – and I was engaged the whole time, as the game is paced well to make sure you’re always making progress; once I got through the initial setup I was worried that matters with all four characters would progress at the same rate, but actually you’re able to resolve some of their problems reasonably quickly while others linger into the endgame. And there’s one thread that initially seems to be just a bit of backstory on the same level as many others, but which takes on unexpected weight as you head into the endgame: (Spoiler - click to show)I’m talking, of course, of what to do about the mass killing of the dryads, which isn’t just part of the setup for one of the characters’ arcs, but winds up being the major question posed in the endgame: do you try to reverse the impacts of the genocide if it means potentially destroying this lovely place and the town that depends on it for its prosperity?
This dilemma is more pointed than I was expecting from the otherwise cozy vibe, and the game doesn’t make it too easy on the player (Spoiler - click to show)(taking the morally correct option of maximally repopulating the dryads does lead to some downer consequences as everyone moves away and the town dies). And that’s all to the good: I’ve used “nice” a whole bunch in this review and in my notes, but this element shows Secrets of Sylvan Gardens has more than just pleasant vibes to offer. So it’s maybe apt that the game’s postscript doesn’t list the Huntington as one of its real-world inspirations, but it does mention the Boboli Gardens in Florence, which I’ve also been to. They’re likewise a beautiful, manicured collection of landscapes, with cypress trees and Italianate sculpture and all the rest. But unlike the SoCal facsimile of European elegance, there’s weirder stuff too – my wife and I still talk about the strange grotto we stumbled across there, where after peering through an arch decorated by overgrow, cancerous stucco we glimpsed a bizarre altar resting under sculptures depicting putti, a goat’s head, and a pregnant she-goat with swollen teats. There’s nothing quite so disturbing in the Sylvan Gardens, thankfully, but neither is it an entirely manicured experience.
I’ve now played all three games entered in IFComp 2025 by Lamp Post Projects (LPP; this review is going to get fairly acronym-heavy!), and have, inevitably, been comparing them. My favorite is Fantasy Opera (FO); one reason for that is its specific details, making it very grounded in its 17th-century-Italy-inspired opera house setting. The other two LPP games, while drawing on specific historical inspirations (which are detailed in the “behind the game” documents that each links to at the end), had much more generic-feeling fantasy settings. Another thing I preferred in FO is that the PC was a bit less of a blank slate; they have a defined profession (detective), and depending on the stats you pick, they may have knowledge of different areas of the world/society.
In The Path of Totality (PT), the other LPP IFComp game which this review is not actually about, you get to pick at the beginning what it is that’s drawn you to go on the central pilgrimage, which allowed me to characterize the PC a bit. In The Secrets of Sylvan Gardens (SSG), though, you are pretty much the blankest of blank slates. In both SGG and PT, a big part of the focus is on forming relationships with the NPCs—but in both, the way to form those relationships is basically just to always pick the nice/pleasant dialogue option, as opposed to the more neutral or cold/rude ones. As such, the relationship building in SSG didn’t feel authentic to me; I wasn’t developing relationships with these people, but just avoiding being a jerk, and that alone was enough for them to become attached to me. I would have liked opportunities to actively characterize the PC more. For example, what if there were multiple nice/supportive options, but in different tones, like earnest/sincere, commiserating, and lighthearted?
I liked the setup of SSG, with the PC’s mysterious draw to the titular gardens, getting pulled into an old mystery and the current woes of the staff. But again, I preferred FO’s investigation mechanics—rolling dice for knowledge or dexterity checks, interviewing people; in SSG it often just felt like “make sure you click every option.” And the puzzles felt too easy: the (Spoiler - click to show)naiad’s name was so strongly signposted it didn’t really feel like a puzzle; the (Spoiler - click to show)tooth one was easily solved by lawnmowering (although I did like the line-drawing one; it was satisfying to get it right on my first guess!). I also missed the sense of time pressure from FO; the pacing of SSG felt almost too leisurely, where there was a sense of (or sometimes it was literal) just waiting around until circumstances were right for the next story beat. The journal segments also slowed the pacing; I’d prefer if they were available to view anytime from the menu, so I could refresh my memory on prior events (as I played over several days), instead of being inserted into the story.
Going back to the actual plot: you discover that (Spoiler - click to show)three staff members at Sylvan Gardens have magical ailments (one of which is an “everyone you love will suffer a terrible fate” curse) and that the long-deceased founder of the estate, Pecunia, hid her store of magical plant seeds behind various puzzley gating mechanisms. The fourth NPC, ostensibly the gardens’ hermit, later reveals himself as a centuries-old dryad who’s the only surviving member of his species as far as he knows, after Pecunia destroyed his forest to build her home, inadvertently wiping out all the other resident dryads. So there’s a lot of pain and trauma in these characters’ backstories, more than I had expected given the gentle tone and vibes of the game, and the way these past tragedies were incorporated didn’t quite work for me. For example, (Spoiler - click to show)Felix the gardener discovered his curse when his wife died tragically, but I don’t recall ever getting to ask him about her; she’s just a sad fact to add pathos to his plight. I wanted the game to sit with the tragedies imposed on its characters a bit more, rather than just using them as motivation for the player/PC.
(Spoiler - click to show)I also felt the game veered into the “magical disability cure” trope with Rion in particular, who faces magically-induced memory loss and brain fog. These are real things that some people have to live with, and here making it magic-gone-wrong that can be erased with the right plant felt a little trivializing. And then there’s Pecunia; there are real-world analogues to her estate, e.g. historic sites that were once the homes of white enslavers, but it seems that neither in the past nor the present was she ever taken to task for what she did. When the other staff members find out about this previously-hidden dark history, they basically go “oh that’s terrible” and then everything continues as it was; there’s no talk of closing or reinterpreting the site.This is a fairly critical review, but I think LPP is a skilled author who’s clearly put a lot of work into all three of these games and is doing cool things with Ink (replacing the continuous-scroll text pane with a single page + history view; adding a nice menu system with multiple save slots; incorporating lovely watercolor art and original music). I did enjoy my time with SSG, and I look forward to seeing what LPP does in the future!
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