![]() All other ideas from other users welcomed. More ideas might come or change overtime. Same as before, it is the original audio and is unedited. Deleting this block leads you to a secret room where the music box is. Or they could be separate from failure logs found in secret areas, where there's a tiny breakable block in appearance with the enviroment. Music Logs - If you play any failure logs 25 times, the 26th time you play it makes the dialog be replaced with music with it's original audio, unedited. This mode allows you to use any block in the game anytime, anywhere on a big, flat area.Įaster Eggs, because we always love to find these awesome secrets. This mode is always unlocked when you get bored with all the puzzles in your mind. You can upload your creations on the Steam Workshop, like with maps. Sandbox Mode - For those who want to experment with blocks, build awesome and complex factories, or just have fun. This can be applied to Workshop maps too. Online Leaderboard - See the cycles and footprint scores of other players.īlock Programming - Program things for different stuff (Such as ignoring connections between a conduit and a pusher or anything, increasing or decreasing max height for levitators, etc.).Ĭhallenge Mode - Is the game not challenging enough? Then this is for you! Try and beat all the levels with curtain challenges (Such as beating a level within a set amount of seconds, defending from massive waves of enemes using special weapons). Hook - Can hold skylines in place, or make a form of rope. Skyline - The Robo-Claw needs this to move anywhere. Robo-Claw - This robo-claw has the ability to take blocks, move across a skyline, and drop it at the end, or once it gets to a curtain skyline. Faster than levitators, but requires conduit input. ![]() Magnet - Using the magnetic pulses from with, this will pull blocks toward it. Useful for charging Launchers.ĭelayer Conduit - Delays the flow of energy from Conduits by a second. Lever - Can be toggled on or off by the player or by Little Buddy. So it pulls blocks instead of pushing them. Puller - A pusher with a sticky coating on the piston head. Long Pusher - Pushes blocks 3 spaces away. Their arrows are painted black.ĭe-Welder - Uses reversed properties of the energy, allowing to remove welds. These have 2x the slowness of normal conveyors. Heavy Conveyor - For delaying blocks from place to another. These have 2x the speed of normal conveyors. Turbo Conveyor - For rushing blocks from once place to another. Taht said, DROD the second Sky is out, so I have my puzzle needs covered for a couple years :).Here's some ideas for new stuff for this game. I liked the game, and I don’t reget buying it (it is incredibly polished and it doesn’t feel Early access at all) but I bought it on the strength of SpaceChem, while right now I might not buy their next game on the strength of this. Not only the abstraction/simplicity in mechanics design, but also the overall pacing/buildup/length (including the bosses) which is lacking here. I loved some of the stuff they do on the last world (the gophers and the trees) and it does somehow improve the game for me, but at the end it felt I wanted at least 3-4 more “worlds” so the narrative had more punch/closure, I still remember SpaceChem much more vividly than this, and it’s been a while since I played. Not unfinished, but it feels like the first part of something, building up to something cool that never really comes, either in terms of puzzles or in terms of narrative. I also finished the campaing, and I have to say the game does feel like it doesn’t end. Spacechem’s custom puzzles were better integrated, but I guess here he gets to use Steam’s infrastructure for file sharing. You have to subscribe, exit the game, and then re-load before it shows up. Steam Workshop integration is kind of iffy. ![]() I’m working on that one, but I find more construction-oriented puzzles much more interesting. So you have to figure a way to drop the block into the hole and fish it out again, and you must do this 4 times total, so you need some way of figuring out which pass you’re on. There’s a single imprinter, and it’s stuck in a hole. The others I tried have been either pedestrian, producing very simple objects, or more about forcing you to do really weird stuff that’s more about oddball object-moving than complex assembly.įor example, there’s a puzzle where you have to produce a single block with 4 imprints, one on each side. It appears I got a bit lucky in my choice of user puzzles - the Large Satellite Reassembly has been by far the most interesting I’ve investigated so far.
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