My point is, you might have to be content with not finishing every puzzle in the game, and to see the later puzzles as for those who are really invested and looking for an extra challenge rather than for the average player. Only 1.6% of players on steam have finished all 56 puzzles, with the game’s creator Zach Barth not being one of them. My next point isn’t a negative aspect but I think it is also important to note that there is a lot of content in this game, with a lot of the end game content being very hard and time consuming. It’s best to have the expectation of taking your time when it comes to the later levels, as well as walking away and coming back from a single puzzle. Another problem that arises from these later levels that I personally was lucky enough not to have faced, is that if your factory ends up needing to be significantly reworked, then that can mean erasing many 10’s of minutes of progress. Late game levels on the other hand can be a real time-sink and I just think you should go into these levels only expecting to finish 1 or 2 in a couple of hours. Early on in the game this isn’t much of an issue because the levels are less complex and building your factory is part of the trial and error learning process. In Infinifactory, you can take one look at the blueprints for the finished product, know exactly what the solution is in seconds, and then spend over half an hour building said solution. In other puzzle games, you will spend the bulk of your time trying to figure out the solution to the problem, and then a relatively short amount of time executing on that solution. However, this comes with the downside that on later levels that require more complexity, the act of building your factory can be a real time sink. What makes Infinifactory unique is that you build your solutions to the problem at hand, which is what I and many other players love about this game. I really enjoyed the puzzle solving of Infinifactory, but I do have some cautions alongside the praise. The first campaign of Infinifactory alone is 30 levels long and is well worth the price when on sale. The gameplay loop of creating your own designs to solve problems rather than discovering the single developer made solution, and then testing it and iterating upon it is very fun and makes you feel like an engineer of sorts. The game starts off simple and is well-paced when it comes to introducing new blocks, concepts and challenges. The puzzles themselves are open-ended in that there isn’t one single solution to them, so you will find that your factory/solution can differ wildly from others. At your disposal to build your factory are conveyor belts, sensors, pushers, lifters, drills and much more. You then have to assemble that product using the blocks that spawn from the machines with a factory of your own design. Each level starts with a machine that generates blocks as well as an end-zone with a blueprint of a product. The game is available now on Steam, technically in Early Access but much like Infinifactory's early access, it's very close to a fully polished game right now.Infinifactory is a first-person puzzle game where you build factories to solve puzzles. But I'm definitely looking forward to playing around with optimisations and whatever crazy molecules I end up having to make. I didn't entirely click with Shenzhen I'd always say I liked my programming simulations a little less literal, which is why I also didn't get around to trying TIS-100. I did like SpaceChem a lot and Infinifactory even more. I've played through about 2/3 of the first chapter (of 5) and so far I'm liking it. The Codex may have been the game that led me to SpaceChem. or if you're super familiar with Zachtronics games, it's basically the finished game that spawned from the 'Codex of Alchemical Engineering' Flash game that he released a very long time ago. The gameplay is somewhat closer to SpaceChem, with commands to move atoms around. The 'style' here is quite similar to Shenzhen I/O, but instead of the email chain for the story at the start of the puzzle, it's more just conversations, since we're talking about a more fantasy world with alchemy. Open ended puzzles without set solutions with histogram score tables. If you're familiar with previous Zachtronics games, you should already have a fairly good idea of what this one is like. Back again to give a small shout out to the new released Opus Magnum. Hello Giant Bomb, it's your friendly resident Zachtronics game forum poster.
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