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Anonymous /v/715502982#715564121
7/15/2025, 11:37:19 PM
Eh, this game is just Infinifactory except not fun.

There is no complexity, no emergence, no problems to solve, no real engineering, just moving tiles around to create images. It's like playing an rpg but it's only fetch quests with progressively longer distances. Looking how Zach's game design changed, I felt like with time his puzzles were becoming more complex but less restrictive, following the "easy to learn/complete but hard to master" principle. But this is an antithesis of that. You have very little at your disposal, no timing, no varied solutions, no space for elegance, it's just bunch of same few tricks you repeat until the game is beat. Half of the challenge is figuring how to rotate stuff and other half is wrestling with UI. Even SpaceChem had amazing UX with binds for everything so you could just paint whole solution quickly. This feels like a chore.
I want simple problems with complex solutions, not the other way around. I want to have so many tools at my disposal that I can have an entire fake console to write home-brew for. I want a story about a programmer who hacks his own body or a chemist who deals with some eldritch horrors, not cringy ass Japanese-American interactions.