

Though this game is superb, it’s not perfect. I consider this to be a brilliant design choice as it allows you more room for your thinking your way out of a problem – rather than rushing through a puzzle, you are instead focusing your time on trying to streamline and perfect your creation. At the end of a puzzle, you are given your score in comparison to the average of other players of that level. Instead, it judges you on how many factory pieces, how much factory floor space and how many cycles it took you to solve the puzzle. Each new factory item/game mechanic is introduced piecemeal and at no point do you feel overwhelmed by everything you can do in the game… even when the puzzles start combining the new mechanics with the old ones.Īs mentioned before, the game does not judge you on the amount of time you took to solve a puzzle. It should also be noted that the game does an excellent job of easing you into its main mechanics. Everything is beautifully detailed and nicely colored. The 3D environment – though not in the running for any awards – does an excellent job in presenting to you exactly what you need to know. This may not seem like much, but you will be amazed at how seeing your factory from a different perspective will often bring a moment of inspiration when trying to fine tune a solution. Holding X (aka zoom out) allows you to ascend while square makes you descend (zoom in). One of the best examples of this is the fact that at the start of the game you are presented with the fact that your character’s spacesuit has a jetpack. You never feel the game is cheating you out of an answer to a solution. For me, that was one of the best part about Infinifactory.Īt no point do you look at a puzzle and feel there is only one solution: your mind tells you there are many but, for the life of you, you are unable to see any of them until the penny suddenly drops and your “eureka!” moment comes to your head in a moment of pride. It instead gives you your components, gives you the item(s) it wants you to make and then tells you to go at it. It makes no attempts to rush you or force you into any particular train of thought.

When written down in its simplest form, the game does not sound even remotely enjoyable – especially when you consider that it allows you to take all the time you need to solve its puzzles. Infinifactory is a puzzle game, which comes in the guise of getting components A, B and C to location X in a particular order or formation.

With each level you unlock, you “meet” previous people that have been abducted by the aliens and forced to work in this factory. At first, you find yourself creating a number of seemingly unrelated items but, as the game progresses, you start to see the bigger picture as the world slowly unravels. Your role is to figure out a way to construct the items that are on demand by your captors. 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.In Infinifactory, the game begins with you driving along a stretch of road when suddenly you are abducted by aliens and forced to work in a factory. 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.
