![]() Despite being much further than many other early access games, I wouldn't call this one finished by any means. This is a major headache whenever you need to move a construction some direction by one block, and it happens a lot.Īll in all, I see potential with this game, but it does need a fair few additions. The multiblock select and moving I think is the most critical one. Other than all that, there were some other issues, most of which are already in the roadmap. Speaking of the logs, it always felt a bit of a chore to first look behind every corner in every level just to see if there was a log hidden somewhere. The way to sabotage the production could be hinted at in the logs. Or some other ways to sabotage the products. Like put the trunk in the processing machine instead of the leaves and it makes a sedative. I was expecting something like doing the relaxant drink again, but somehow sabotaging it by making it deliberately wrong. It felt like I didn't really do anything towards escaping, it just happened suddenly. Story wise, I thought the ending was quite sudden. Maybe also inputs which give different things, like in SpaceChem, or something similar which changes a bit the way you need to approach the puzzles. Something where I have to think a little how to resolve the issue. I think the end game desperately needs new types of blocks to keep the game interesting. More similar surprising products dispersed throughout the game would be nice, but they could still be challenging as puzzles, not just funny levels. The few food product levels towards the end were great fun and unexpected, but quite easy. ![]() Then it's just a matter of building, there wasn't much puzzle solving involved. I just took a quick look at the final product, and I pretty much immediately knew what I needed to do. However, towards the end of the game, last two worlds or so, I thought things just got repetitive as well as too easy. I always had to think a little bit about how to use the new blocks or how to make the bigger constructions. While I personally would probably have preferred something closer to SpaceChem, I can certainly understand Zach's choice to make this slightly easier. Overall the difficulty of the game seems much easier than SpaceChem. Which is a bit of a shame, I really liked optimising levels in SpaceChem. They're probably not the most efficient ones, but I got too frustrated with this problem to really push for efficiency. ![]() In my play through, I figured out a couple of different designs that do some basic things and which work reliably. Trying to guess which design will work gets very frustrating after a bit. Sometimes you just need to slightly alter the whole design as the conflicts didn't resolve the way you expected. But as the puzzles get more complicated, or if you're trying to optimise your solutions, you need to work in tight spaces and moving things by one block can be a big issue. At first this isn't that much of a problem, I'll just test run to see where I need to turn the conveyor belt. At the moment, it's mostly a guessing game what exactly will happen. Conveyors trying to take a structure to different directions, conveyor and pusher/blocker conflicting, lifters and pushers/conveyors, two blocks just trying to move in the same space etc. ![]() This manifests itself in many different ways. What I mean with this is when two blocks are trying to do conflicting things, only one of them will succeed, but which one. I figured I'd just put my thoughts down as feedback for further development.Īs far as the core game-play goes, I think the biggest issue is all kinds of race conditions. I finished the main story, having completed all puzzles. ![]()
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