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I think it's easier to get a working solution in this game than in previous games, since there are no hard limits on space or program length. So there are less obstacles to finishing the game, but optimizing your solutions is still really challenging.
It's a lot less punishing to just sit down and play the game, and it delivers the exact same "stroke of genius" moments SC did.
I know Zach made the web / flash version of Alchemy first, and it was what Spacechem was based off of. But Spacechem was my first experience with Zachtronics games, and I absolutely love it. It's in my top 10 games of all time, all genres. And this game so far is giving me amazing Spacechem vibes. It's very similar, but different in ways that improve the experience.
This game is amazing.
The only thing I regret is, my favorite Spacechem puzzles are the multi reactor puzzles. You know with the pipelines connecting them, you control all the inputs and outputs, etc. And none of the Zachtronics games since Spacechem have had that sort of upper level management. I wanted to see it in Infinfactory. And I hoped this game would do something like that. Maybe it still could, one day. It really was my favorite aspect of Spacechem. Chaining puzzles together, or breaking big jobs down into smaller puzzles that work together.
No offense meant; if you hate reading reference material then you aren't really Zach's target audience.
They had games that don't involve manual reading. spacechem, infinifactory didn't come with a manual. Human Resource Machine is also a coding game, but the levels are designed in such a way that you learn progressively, instruction by instruciton.
So in short, they do cater to different types of audience. I just need to make sure that I do my research before buying.
I understand what you're saying, but both types of games can exist.
I acknowledge that, that's why I said 'for me'. This post is not created to slam manual-dependent games. I did buy the 2 coding games just to support the studio, so that opus magnum can exist.