Even still, it's rather frustrating to have been robbed of discovering that bit on my own and now I'm fighting with myself as to whether to use it or make a conscious effort to block that technique out of my problem solving. Was only a couple of hours later when I came up with an alternate approach that I was able to go back to the game and start having fun again. I actually stopped playing entirely after that out of frustration as it felt like I was cheating from that point forward given I hadn't come up with the solution on my own, and it's not really obvious that you can even do what you were talking about if you're following along with the "lessons" the game is teaching you with each level (maybe it's revealed later in the game or you're supposed to figure it out yourself.don't know). In this case it was particularly poor timing as the topic you brought up just happened to be an immediate solution to the puzzle I was working on. It's ok man, just please keep in mind that for people like me a lot of the fun of these kinds of games is figuring out everything on your own. Gilberreke wrote:Apologies, didn't mean to spoil anything :/ Not cool casually dropping spoiler bombs like that on a puzzle game Gil :\ Going to go back and spoiler a bunch of stuff in previous post so hopefully others don't wind up having this unintentionally spoiled for them. However, to insert a delay into triggering something, they can indeed be really useful So, in terms of running a continual clock that triggers in cycles, I've yet to encounter a situation where I'd need one. However, I was able to cause the final piece falling into place from up high to set off a sensor, which started a clock, which then triggered the pusher a while later. So much so, that I couldn't fit both a sensor and a pusher to get an object moving again once assembled at least not without basically entirely redesigning a complex level from scratch. I should lock myself in a lead room when I want to finish a game like this without spoilers :)Īnd further spoilers on where they come in super handy:Īt a certain point in the game the shapes you have to weld together become very tricky, and as a result, space around the final item is at a premium. I ran into a bit of trouble with this last level I was playing, where I really should have ripped up a large chunk of my machine, but thanks to the above, it turned into ".or I could just drop a clock in there.". If you haven't played SpaceChem, then I'd recommend you start there as this game provides a similar (albeit expanded into a 3rd dimension) form of gameplay, but in a far more complete manner. So, short version: if you're a big fan of SpaceChem like I am, this is well worth playing as the move into 3D is a significant advance to that kind of automation gameplay. I find myself often times deciding to just brute force through levels, even though I know I could come up with a more efficient design, because there's currently a "why bother?" aspect to things. Like I mentioned in the post above, being able to compare the speed and size of your designs to other players doesn't seem to be in the game yet either, so the whole optimization aspect of the game doesn't really shine at present. I thought that provided a really cool sense of continuity in that game, as it made it feel more worthwhile to design a really compact efficient system because you could then make use of it later. One aspect that seems to have been lost from SpaceChem that I miss though, is carrying over individual components of factories from one level to another that you could then use as part of your overall factory designs in future levels. This is a pretty standard consideration for BTW players in automation, but I thought it cool to see it worked into this design. The conveyors don't allow you to move stuff upwards, which brings an element of having to minimize the vertical space your contraptions occupy. Beyond "Spacechem in 3D" I really like how gravity is being used as a design constraint, much like water flow in Minecraft. *Really* cool puzzle-based automation design. I've completed 4 "worlds" now, and am a couple of levels into the 4th (where you first gain access to the destructo grinder blocks and blockers). Stayed up way too late playing this last night so I can present some more impressions.
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