

I foresee enjoying it - and the extra puzzles that drop through an alchemy periodical in game - after I've finished the plot-linked main arc of the game. There's a sort of solitaire mini-game called Sigmar's Garden.

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If you enjoy figuring out how to make logistical processes work, you will find Opus Magnum satisfying - and at times, challenging. I highly recommend this game to anyone interested in 2D automation games. For one, managing a hexagonal grid is much more challenging to do than a cartesian grid, and making it infinite would be much more difficult. While other Zachtronics games like MOLEK-SYNTEX have an equally interesting concept, Opus Magnum is executed the best. you need to complete the puzzle, allowing you to make vastly intricate puzzles.ģ: The program can be as long as you need, letting you take as long as you need.Ĥ: When you complete the game, you are introduced to commercial engines, which are much more challenging due to their limited space, leading to more play time.ĥ: The Journal provides extra challenges (like the commercial engines, but with the infinite space).Ħ: The puzzle editor lets you make any puzzle you would like.ħ: The Workshop integration is done well, and provides you with many other challenges and concepts from the community (like Vintage Engines, which only allow you to use a small subset of mechanisms e.g. In my opinion, this is the best executed Zachtronics game I own, because it has virtually no limits.ġ: Transmutation engines have infinite grid space.Ģ: You may place as many glyphs, arms, tracks, etc. This game has introduced me to Zachtronics, and I'm glad. Some of Zachtronics' more "programmer" games like (TIS-100, Shenzen I/O and Exapunks) need you to learn a language and a fake hardware spec (which is cool if that's what you want), but this is a lot more accessible (which is also cool when you've been doing that kind of thing all week for work and just want to mess around with puzzles at the weekend!) It's all self-contained and the puzzles are built from fairly simple parts that combine in complex ways.
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You also don't need to read a manual or anything to play this. There are a few things I wish it had (like the ability to have different periods for different parts, instead of one global period) but it does the job fine and is a lot better than what you get in most games, with support for multi-select, drag & drop, copy and paste, etc. The scripting is entirely visual, and uses a parallel timeline UI similar to most video editors. Although the end result is fairly similar, it's a bit more direct, and is a good thing because you don't have a third dimension to place sensors in. It's up to you how much you care about that kind of thing, but I really like trying to maximize throughput.Ī big diff from Inifinifactory is you script when each machine element does each action in this, rather than using sensors and other triggers in IF. Then you see histograms of how well other people did (such a great idea) in different categories and can then spend just as long optimizing things and trying different solutions to make yours even better. It's fine, though.Īs with IF, the first puzzle you solve is how to get something to work and produce the right output at all. This is actually kinda good as it lets you choose how big you want things, although being able to do that separately while keeping dialog etc. There are some issues with text and UI scaling but you can solve them by simply running the game at a different resolution, and it scales well (and doesn't cause any delay it still technically runs at the native res and upscales things if you set it to lower). The puzzles are up to the usual high standard you'd expect from this developer.

It's a lot more like IF than I expected, what with having to fit things together and ensure there's space to swing parts out without them hitting machinery, or just space for machinery between all the other bits you need. I decided to finally give this a try and was instantly hooked. Would it be as good in 2D? Yes, it turns out. Wasn't sure if I'd like this because part of what I loved about Infinifactory was making things fit in 3D and actually getting inside the stuff I was building. I loved Infinifactory but never got into SpaceChem for one reason or another.
