7/15/2023 0 Comments Infinifactory blocks![]() By the end, I was doing things like setting up a 17-long 2-bit data loop to control a series of welding apparatuses in order to make a large oddly-shaped structure with perfect sync and no waste. One of the first things I did was try to build a floating conveyor belt, which sent me into a fit of laughter when I ran the level and saw it fall onto another conveyor belt and slide away. I know my understanding and mental toolkit expanded quite a bit as I went through it. How far are you? How much have you figured out about the mechanics of the game? (Well, if I've been doing enough puzzles recently to start getting bored, the effect is less severe, but otherwise it can be quite overwhelming.) I have to resist the urge to look at what's next if I'm not prepared to solve it right then, or I'll be useless until I do come back to it. I have kinda the opposite problem myself, with games like this - once I see a puzzle, it's almost impossible for me to stop thinking about it until I've solved it. And as far as I know, there's not a single other game providing this kind of 3D engineering environment (except maybe Minecraft, but it lacks a lot of the mechanics that make Infinifactory so interesting), so the novelty alone has made it very worthwhile. (That dog! The studio apartment! The "meat product" levels!) The mechanical system is deeply interesting, and the levels were consistently thought-provoking, pushing me to do new things almost every time (less so at the end, but they were still showing off some new twists), while also building on things I'd seen earlier in interesting ways. And it is generally more accessible than Spacechem, with the late-game being easier and most levels being optional.Īnd aside from that the game is just amazing! Like Spacechem, the writing and atmosphere are way too good for a puzzle game. Still, I can't criticize it too heavily when it's this new and still under development. And that's fine, it means you can do a lot of fun things, but once I got access to all the parts and had some time to get used to them I never felt like I was getting anywhere near the limits of what was actually possible. Compared to Spacechem, you're generally less constrained here - every block moves on its own vs only having two waldos, big 3d spaces vs tight 2d spaces, collisions are safe and often useful, excess blocks can be easily discarded, and you have unlimited numbers of every component that's not part of the level itself. Those were imposing, and wonderful to beat. My one real disappointment is that it doesn't have anything as big and spectacular and challenging as Spacechem's defense levels. I've since worked my way through the main game and have just dipped my toe into the user levels.
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