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And about everything ever has that really. Why can't you kick in that door in that RPG game despite it being just a wooden door and your characters clearly cut trees in half? Instead you have to do the silly quest to get the progression.
I don't think I've ever seen a game that doesn't have some sort of "artificial" difficulty.
If you want more "real" difficulty I suggest you turn yourself to project euler.
Don't think it limits anything you /can/ do. But it makes certain tasks harder to achieve. Yes, blub, artificial difficulty.
There are a lot of "bridges" if you want to play with reallife electronics. Which might also make things more real difficult for you. However, the challenges are different than those in this game. The game lives by imposing restrictions, a lot of people find this kind of thing fun. Say programmers which impose unnecessary restrictions on a task for fun. Or stuff like "naked runs" in games, where you play without using armor/weapons.
Being a game designer first and foremost is about considering how every aspect of your design will affect players, something many designers don't do very well... It's about building an experience for players with as few unnecessary limitations as possible. I personally dislike limitations because it decreases what players can do with the game, which is bad. You don't have to sacrifice like this by making the game less powerful for the sake of difficulty (which by the way is not required to have an awesome game anyway).
Mods. At least for me :P
I mean, if you like having 30 chunks of pure lag to calculate 1+1 in 10 seconds and display the result. Yes.
I'm split there, on one hand it would be nice to have a bigger sandbox, yes. On the other, there are plenty better platforms if your goal is to develop something complex. And then again, part of the appeal are those imposed limitations. Thats why code golf exists, etc.
You could. But thats not the vision of the game as far as I can understand it. It's a puzzle game, not a sandbox hardware emulator.
While its true I got stuck a few times here and there solving some puzzles, I could usually solve them by taking a pen to paper and writing down ideas for finite state machines and task delegation. Only once I got to the bonus campaign, where difficulty ramps into high gear, did I start getting really stuck (currently puzzling over the algea harvest bot :D ).
My suggestion, don't be afraid to write on some physical paper. How many individual processes are involved, what values are important to track, how should they be tracked, how far can you break things down into dedicated parts.
Also don't forget that as long as no two pins on a single microcontroller touch, wires can be safely routed under microcontrollers (including under pins, just hold tab to wire under controllers). Say, if two adjacent controllers seek input or output, they can physically touch and share wire path (as long as the pin type is a match and the data origin/destination matches). Using the full depth of the wiring space is an absolute requirement once you hit the bonus campaign, as some of my solutions there so far have filled 98% of the board space.
I mean, if you think the board gets crowded early on, check this. http://steamcommunity.com/sharedfiles/filedetails/?id=845941822
In fact, it did limit you though o.o And in some puzzles that space limit played a role as being a nuisance. Especially if you wanted to design properly :P
It also was a 3D game, so there are a lot more thing sto consider than here where you have some 2d board and code.
Some have commented they find itmore like work, others have said it's quite distinct from actual work and that's what makes it fun. different strokes for different people I guess
I swear, coming from that game, shenzen I/O is a godsent gift in terms of coding freedom, but also a breath of fresh air in terms of coding-wise gameplay.
The biggest difference I've felt is that there's no JRO command in this game. In tis-100 you could basically set up a "manager" node that sends numbers to the other nodes for which codeline they should jump to. In Shenzen I/O there's no "jump to line <number>", only a "jump to label".
This game however, makes up for it in spades, in how differently code execution works time-wise and that it gives you choices in how to deal with it. These combined facts allow for so much creativity:
- Full positional control of nodes on how which connects with which (there's ways to make room for making connections as a node connects to a wire that's under it)
- Simple I/O is non blocking
- XBus is blocking but really only nodes with code only ever block
- Setting a value on simple I/O is persistent
- Setting up a repeating value on XBus is possible through adding one of several other non-code parts, so this basically circumvents 90% of the issues if XBus blocking is really a problem
- With the "slx" command it's basically still possible in some way to create a "manager" node as described above, although less so without being able to specify line numbers
- The "secret" pulse generating command makes up for so much, specially when you realize the parameters can be set to 0 (a negative value yields the same result as 0)
I'm pretty far in and I have yet to feel the actual frustration of "limiting factors" in this game compared to what I experienced in TIS-100.
I catch myself a lot of the time that my "if then" situations can be written more optimally
start: teq acc 0
-<code>
-jmp start
<code>
can be written one line smaller with
teq acc 0
-<code>
+<code>
And there's so many more optimisations I keep discovering. Maybe I fall back to using the "jmp" command a lot because I've played TIS-100 before, but despite this I see the statistics at the end of the puzzle and there's always people doing things with less lines of code. From looking around on what other people do, there's all sorts of funky stuff possible by using the logic gates in crazy ways, completely reducing the need of entire chunks of code.
I can definitely understand the frustration, even though I've felt it less so in this game myself. Because of my personal experience, I think this game and all of it's puzzles (I've so far come across) seem pretty much well designed.
Sidenote: not having the "swp" command feels like a kick in the shins every time I feel the need to use it.
Shenzhen I/O is only fun up to a certain point, then it just becomes tedious.