Oddsparks: An Automation Adventure

Oddsparks: An Automation Adventure

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Isalon Dec 31, 2024 @ 11:51am
Struggling with enjoyment
I really want to like this game - I love automation type games. Satisfactory was great. I love the Pikmin-type idea of this game and on paper, this sounds great.
But playing this is an absolute chore.
Removing buildings/roads is needlessly complicated - there's one way to remove roads, another way to remove buildings? They're literally right next to each other. The separation doesn't make sense.
The barrels are beyond annoying. I want to be able to set up "Only put X in this deposit", and/or "Only take X from this deposit". This is like taking the worst of the lane splitting and storage containers and not taking any of the best.
I'm going to try one more tear down and rebuild - I'm not even that far in - but this whole "sparks only stick to the right of the hall" is driving me insane. I can see how it's intended to be better, but it's just messing everything up. Gimme my conveyor belts!
I hope you're all enjoying this. I try to play games to have fun and relax, but this thing is just raising my blood pressure. :-/
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Showing 1-15 of 15 comments
Wat Jan 1 @ 9:59am 
Originally posted by Isalon:
The barrels are beyond annoying. I want to be able to set up "Only put X in this deposit", and/or "Only take X from this deposit".
You can limit deposit usage with logic. Or more specifically, the Capacity Sensor. It is unlocked at tier 5.

Combine Capacity Sensor with One Way tiles, and sparks will only reach crates/barrels when deposit usage is below a certain threshold.

Originally posted by Isalon:
I'm not even that far in - but this whole "sparks only stick to the right of the hall" is driving me insane.
Hauling Sparks use both sides of the road. They are also unlocked at tier 5.
Last edited by Wat; Jan 1 @ 10:00am
I was looking for a button that allows me to remove anything just to find out that there is none.

I mean its probably nice for some usecases that you can remove buildings and not paths, but most of the time i want to remove EVERYTHING.

Also i usually need to press maybe 3 buttons + 1 mouse click to place a building.
Given that the core feature of the game is building, that is button presses too many.

In Satisfactory i can put a building on a hotkey and only need to press that hotkey once to select. Here i always need to press b, which is not needed at all, and then i need to decide if i want to build a path or a structure.

Very cute and fun game, too many clicks to do the main thing.
JVC Jan 9 @ 11:11am 
OP: I was imagining building conveyor belts too, but I don't think those will ever be added to the game. My workaround was to build Big Crates something like 30 "squares" away from each other and then connect them using stone paths and having 1 hauling spark carry stuff between each set of crates. Until you unlock those, a group of carry sparks work fine as well but after you unlock the hauling spark, those are a great replacement. So basically a lot of parallel lines, each connecting two Big Crates, each Big Crate only containing one single type of resource. I never use the barrel. Use the Crate until you unlock the Big Crate.

To get items from those lines and into production, I used "Crossing" tiles to make sure my hauling spark wouldn't leave for an unintended parth. But do take care that you're actually completely free of the "intake" of another production, so items don't accidentally get picked up by a spark you didn't want to. "Amount filter" is very useful right after something deposited by a zipline, so the spark leaves with a full cargo.

The capacity sensor could probably be used better than I do, but I use it connected with a signal transmitter to report if a particular resource is needed somewhere so it can report to a train station where that resource is present. In other words, so the train only leaves if a site reports that a resource is needed. You could make equally good use of it to have it report that there's a full cargo of something waiting for you on a platform. Or you could combine those with an AND gate or use an OR gate to have the train travel in either case. But I had trouble using the latter option because I hadn't considered production lines going full.

If you fear that "nothing better" tech wise will turn up in the game, it will indeed. But until I unlocked the Big Crate, I carried a lot of stuff from each production site to the next. You might want to give that approach a try until you unlock the Big Crate.

There's a list of the path addons we unlock here: https://oddsparks.wiki.gg/wiki/Buildings#Path_Add-ons
Last edited by JVC; Jan 9 @ 11:17am
Gangrene Jan 23 @ 12:46pm 
I've bounced off this game 2 times now, for many of the reasons stated. It shouldn't be so friggin complicated to balance a load. Basic automation is extremely unsatisfying in this game.
I'm also struggling with enjoyment - I've posted a variety of ideas into the Feedback forum and I think I'll need at least SOME of those things added to make things better.

As-is there's WAY too much walking around, WAY too much fighting with inventory space - the random layout of resources and ancient bases can make some maps HORRI|BLE to play on - it all combines to be more frustration than fun at times.

I reckon it could be fixed - I reckon it could be a really good game - but I wonder if the develoeprs don't INTEND it to be this frustrating - there's a lot of poor decisions which MIGHT be someone's idea of 'gameplay' here (small inventory - limited building spaces - awkward UI etc.)

I keep seeing them talking about "design pillars" and I smell people fresh out of game design school who've not realised that the game needs to adapt to the players, not the other way around.

Well - or you make YOUR game - no-one plays it - you ♥♥♥♥♥ about it and get a job making AI chatbots - your choice
Last edited by shrewdlogarithm; Jan 27 @ 4:07pm
I would dislike if deleting removed everything. I often just want to remove paths so I can move building or change the routes. I would be fine with an extra option to remove everything, but:
1. That adds complexity.
2. It's just one more gesture to do it currently.
3. It's not common at all for me to need everything in an area deleted.

I find as I go on that you progressive unlock things that solve problems you have at previous stages of the game. The point is to overcome those problems and later get rewarded with easy/quick fixes to the same problems.
Originally posted by shrewdlogarithm:
there's WAY too much walking around
There are faster means of transportation. Without unlocking those, you could also use dirt paths. They increase your movement speed and they're free & infinite.
Originally posted by shrewdlogarithm:
WAY too much fighting with inventory space
There are inventory and storage upgrades. You can get your sparks to move stuff. You can also move containers with their contents.
Originally posted by shrewdlogarithm:
the random layout of resources and ancient bases can make some maps HORRI|BLE to play on
Part of the challenge is overcoming the random environment.

I'm ~22 hours in and am at Tier 5. I see you've got ~38 hours. Progression's not the same for everyone, so I'm wondering if you've unlocked anything more than I have that solves your problems?
Originally posted by The Blacksmith:
Originally posted by shrewdlogarithm:
there's WAY too much walking around
There are faster means of transportation. Without unlocking those, you could also use dirt paths. They increase your movement speed and they're free & infinite.
Originally posted by shrewdlogarithm:
WAY too much fighting with inventory space
There are inventory and storage upgrades. You can get your sparks to move stuff. You can also move containers with their contents.
Originally posted by shrewdlogarithm:
the random layout of resources and ancient bases can make some maps HORRI|BLE to play on
Part of the challenge is overcoming the random environment.

I'm ~22 hours in and am at Tier 5. I see you've got ~38 hours. Progression's not the same for everyone, so I'm wondering if you've unlocked anything more than I have that solves your problems?

I tend to leave games idling for long periods so my playtime isn't indicative of actual playtime BUT the commonest single complaint I've seen about this game is the pacing and the fact a lot of players will never see half the content.

You've also not reached the point the game needs you to make THOUSANDS of things yet - you've not had to make transport routes which cross the entire map - you've not needed to source dozens and dozens of Aether Chunks to build the chests you need to make that less frustrating etc.

I'm in Tier 7 - 6-7 took me longer than 1-5 I think - it's not far off!!

I love the core gameplay here - it has a lot of "just one more quest - just one more route" but I have never sworn at a game so much when I couldn't carry something or didn't have the things I needed (and they're on the other side of the map and the Waypoint isn't active for some reason) and the UI is fighting me on everything I want to do (my Excape key is showing actual wear!!)

Note: When you find Ancient Bases etc. which are 1 space from the edge of a plateau so you can only orient them 1 way you really do wonder - I really think they aren't playtesting this properly - there's a lot of "we designed it to be like this" and not enough "we played it and it we need to make it less frustrating"

It's lovely they're adding more content but at this point it's 80hours into the game and the game needs NEW players too - it needs some polish, it needs to be more fun to play, they need to decide if "fighting inventory space" is truly the adventure they promised...
Isalon Jan 30 @ 2:45pm 
My thread has evolved and this game now gives me way more ick than it did before. Feels like stepping on a land mine. I appreciate early access and I support small Indie studios but to read some of this stuff is...yikes. This remains installed on my system for now but I dont know for how much longer if it's been THIS LONG already and the Dev attitude is "People need to adjust to our game" and not "We need to make the game fun for our players".

I am/was a *new* player this game so desperately needs. It's incredibly concerning that these simple QOL things weren't thought out, and the game appears to not have been or is being properly playtested. :-(
In fairness, it's hard to playtest a game which takes 80+ hours to run through AND when you add random maps to the equation, you have literally NO WAY to test gameplay at all.

So you use EA and listen to player feedback and I'd say there's a DEAFENING amount of that - but there's little sense of change, new mechanics share problems from older mechanics and the game is still awash with inventory/storage management ♥♥♥♥♥♥♥♥

Shame - there's a really interesting game in here but it's buried under a lot of frustrating nonsense - stuff I cannot imagine anyone would find 'fun' for a few hours, let alone 80
Originally posted by The Blacksmith:
I’m ~22 hours in
I’m now ~48 hours in and am just having the best time optimizing my setups and reworking my travel systems. Each step I take now introduces so many more things to play with that it’s slowing me down, but I love that about it. I keep coming up with new experiments to redesign and fully integrate all of the systems.
HG_Stefan  [developer] Feb 7 @ 3:08am 
Hey there everyone. Thank you for the different perspectives and elaborated feedback given in this thread and also for keeping heated discussions open and polite. Please continue that way!

There's just one thing I want to make clear: We are reading your opinions and feedback on our game and taking this into consideration to make the game more fun for our players. It's much appreciated. Discussions and well-founded feedback help us a lot.
Especially because playtesting with procedurally generated maps and big amount of content is a struggle indeed, as some of you already mentioned. Doesn't mean we don't playtest our game btw ;)

Moving this thread into the feedback & suggestions section, because this is good stuff we don't want to get lost in between all the other general questions and discussions.
Isalon Feb 7 @ 1:33pm 
Originally posted by HG_Stefan:
Hey there everyone. Thank you for the different perspectives and elaborated feedback given in this thread and also for keeping heated discussions open and polite. Please continue that way!

There's just one thing I want to make clear: We are reading your opinions and feedback on our game and taking this into consideration to make the game more fun for our players. It's much appreciated. Discussions and well-founded feedback help us a lot.
Especially because playtesting with procedurally generated maps and big amount of content is a struggle indeed, as some of you already mentioned. Doesn't mean we don't playtest our game btw ;)

Moving this thread into the feedback & suggestions section, because this is good stuff we don't want to get lost in between all the other general questions and discussions.

Full transparency, Steam did not give me any kind of notification that this move happened. I got a notification of a comment, I tried to go to the thread, and it no longer existed. This has happened to me before - when a Moderator closed/deleted a previous thread in another game, and I thought I was being censored.

I just went off the hook.....

But I've since backpedaled. It's so strange that a Google search brought this thread up, but searching for it in Discussions did not - presumably because it got moved to a different "Section".

So....I am now calmer. >_> lol, thank you for taking our collective feedback!
HG_Stefan  [developer] Feb 11 @ 6:23am 
Oh, that's interesting. Didn't know that Steam would link you to a topic that was not even there anymore. Maybe because the topic was moved after the response?
We'll have a redirect on those moves from now on (for one week) so that players would be able to follow response notifications. Thanks for bringing this up.
Oh. I’ve already noticed progress towards some of these changes in the Discord server. Specifically the seed preview. (I don’t know if I’m allowed to mention those sneak peaks here.)
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