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The goal of Machinarium is to solve a series of puzzles and brain teasers. The puzzles are linked together by an overworld consisting of a traditional "point and click" adventure story. The overworld's most radical departure is that only objects within the player character's reach can be clicked on.
Machinarium is notable in that it contains no dialogue, spoken or written, and apart from a few tutorial prompts on the first screen, is devoid of understandable language entirely. The game instead uses a system of animated thought bubbles. Easter egg back story scenes in the same format can only be revealed by idling in certain areas.
The game employs a two-tier hint system. Once per level, the player can receive a hint, which becomes increasingly vague as the game progresses. Machinarium also comes with a walkthrough, that can be accessed at any time by playing a minigame. As with dialogue, the walkthrough is not in written or spoken form, but instead a series of sketches describing the puzzle at hand and its solution. However, the walkthrough only reveals what must be done in that area, and not how that puzzle relates to the game chronology.
The structure of this game is closed, which means that you have limited moves, you can click just on some of the things on the map. There is only one solution to the puzzle of each level and after solving it you can go to the next level. In the image above it is shown the first mission that you have to do. you have to collect the robot's pieces somehow.
On this image is shown what appear when you do not take action in a while. The balloon on top shows a hint usually, in this case it shows what more you missing to connect the whole robot and to start play.
The images above are some examples of next levels. The balloons in this case do not show a hint, they represent the memories of the robot, which helps you to understand the whole story behind.