Abducted while driving down a lonely highway, the player character is gang-pressed into performing menial factory assembly construction for a race of aliens that resemble the lazy and bureaucratic Vogon of the Hitchhiker's Guide to the Galaxy universe. Infinifactory interface simulator#Infinifactory doesn't feel quite as "player adversarial" as some puzzle games I've played recently, most notably that physics kerfuffle simulator Human: Fall Flat, but all the same you take your hard-earned jollies where you can find them. More than once, I've lucked into a situation where the mechanism I set up shouldn't have worked but did (as opposed to the much more frequent opposite) and can't help but feel I've scored an additional little victory against the game. Ahem.īut man, there is nothing like taking a long time, ironing out all the problems with your Rube Goldbergian nightmare device, and having it work ideally, sending all those perfect constructs off to the deposit zone like you're watching your kid leave for college and being so proud that they somehow didn't explode halfway out of the driveway like last time (is it me, or are my analogies getting darker?). I mean, of course it works, I built it that way. It's working! I can't believe it's working! Uh. That said, it's not like I haven't spent over an hour agonizing over a single puzzle so far. Each new zone invariably adds more block types and thus raises the difficulty by having more variables to consider, but so far it's been unexpectedly breezy given the reputation of Zachtronics's games. That magnanimity is continued further by how progress is gated: you can unlock new puzzle sets without necessarily completing all the ones in the immediate set. There's a few quality of life boons I wish the game had - like moving a large mass of blocks at once if you need to slightly re-position everything after a new edit, unless I'm missing that function - but for the most part it's fairly generous. The game is chill as hell about mistakes, letting you test and re-edit the current course as often as you need, and showing where you screwed up if you deposit a finished product with any errors. It tends to be a process with a lot of proofing, at least for me, as I figure out where a faulty part of the circuit has screwed everything up and endeavor to fix it. Infinifactory interface series#As in that mini-game, the goal is to use a 3D environment to craft a series of platforms, conveyor belts, welders and logic circuits (like sensors connected to pushers to tell them when to push), to name just a few tools, to achieve a single desired result. Infinifactory interface ps2#I think part of why this is, and also a reason why I pencilled in the game for this feature to begin with, is that it's highly reminiscent of a certain mini-game in the PS2 JRPG Rogue Galaxy. I bounced off SpaceChem mightily like it was a futuristic rubber polymer, but I've found myself enthralled with Infinifactory. It's the type of premise that starts simple and quickly escalates into over-elaborate pandemonium sort of like a snowball rolling down a hill, except you're throwing sticks and coal at it on specific points on that hill to ensure a snowman arrives fully formed at the bottom. Infinifactory is, like its sister games SpaceChem and Opus Magnum, a puzzle game from Zach Barth (of Zachtronics) that leans heavily on building assembly lines and constructing logic circuits with which to take multiple components and fuse them together to create a desired composite structure.
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