I saw the credits roll on Opus Magnum earlier today. A really annoying one at the moment where I can't get the timing right for the final block Not sure I will optimise much myself, I'm feeling sated just getting out of the level. I was wondering if these achievements were designed to be doable straight out of the gate, or if you were supposed to go back to them with a full arsenal? I guess it doesn't really matter. I was looking at some of the achievements on the early levels, which were about optimisation, but when I went back to try them out, I still had all my unlocks (rather than just the one block type I started that level with, for example). Mark my words, you'll soon be surprised by your own ingenuity. Once you become more accustomed to the intricacies of the game's mechanics, you'll be looking back on your initial solutions in utter disdain. The game really comes into its own when optimizing puzzles, not merely "solving" them. That's to be expected and I was thinking exactly the same thing at first. I get how impenetrable it may look at first glance, but trust me: it's worth it. Here's an excellent video by Mark Brown dedicated to puzzle games:Īnd here are four different gifs from the exact same early level that perfectly exemplify the insane mechanical diversity this game allows: Here's the recent Matthewmatosis video that first introduced me to this game: I think my syntax is even poorer than usual, but I've been playing this infernal thing the entire evening and now my brain is completely mush. Far from a graphical powerhouse, no story to speak of - and yet I can't wait to get back to it tomorrow. I'm usually not too fond of systemic game design, but the end result here is truly special. The learning curve is a bit steep, but it's an incredibly satisfying feeling to see your precious little machine that you've put so much thought and effort into finally work as intended after hours of planning and fine-tuning. Instead of thinking with portals, this time you're thinking with conveyor belts and challenges that once seemed flat-out insurmountable will soon look ridiculously easy in hindsight. This game also does what a lot of great puzzle games do: It actively rewires your brain to better operate within the game logic. It's Minecraft with a purpose, basically. I've looked at some other people's solutions to contrast with my own, and I couldn't believe what I saw and how stupid it made me feel in comparison! In fact, it's the amount of creativity this game allows that fascinates me the most. Thankfully, the game is always perfectly fair. Everything else depends on your understanding of the various systems and ability to come up with creative solutions. The puzzles are composed of resource containers and an end goal, sometimes also minor terrain elements. Apart from some of the tutorials, the player's job is never to find the developers' predetermined solution, but to create their own instead. What makes it stand out from other puzzle games is its systemic nature. Zachtronics is also developing the "open-ended programming game" TIS-100, which is currently available on Steam Early Access.It's a first-person logic puzzle game about constructing self-sufficient, three-dimensional factory machines through the use of individual building blocks. Typically Infinifactory will cost £18.99, but it will be 10 per cent off at £17.09 until 7th July. "I've spent hours going back into old puzzles and making my factories more elegant," he said in his Infinifactory impressions. Our Chris Donlan was a big fan of Infinifactory upon its Early Access premiere. "We wouldn't have been able to do this without you!" "I'd like to take this opportunity to thank all of our Early Access players, whose feedback, both through in-game surveys and external discussions, was instrumental in growing Infinifactory into the polished, amazing game that it is today," Zachtronics stated. The game was already feature complete in Early Access, but Zachtronics wanted to survey folks about what worked and what needed tweaking. Previously we called it one of the best examples of Early Access being done right. in 3D." The puzzler tasks players with assembling products by routing all their parts together, then transporting products to their goal. Production line engineering puzzler Infinifactory has left Steam Early Access for a full fledged release.ĭeveloper Zachtronics, who previously made SpaceChem and Infiniminer, described Infinifactory as "Like SpaceChem.
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