![]() One of the most interesting pieces is one that pushes materials but only when an attached motion sensor is activated. You start with only basic conveyor belts and plain blocks but after a while you get to experiment with pieces that rotate, destroy, and weld together materials. These instructional billboards don't help much but they're a startNew types of components slowly get introduced throughout the course of the campaign. ![]() However, there are actually properties of blocks I didn’t know existed until I watched some replays from other players.I’d like to see a few features, although I don’t know how easy they’d be to implement. There’s often an “Ikea style” pictogram representation when a new block is introduced that covers the basics, though. Sometimes the properties of new blocks aren’t immediately apparent, and this lack of documentation makes these intro levels a bit more trial and error than they would be otherwise. For instance, taking a stream of blocks and breaking it into several substreams is a common task, but doing it efficiently and evenly can be difficult to understand at first.Also, the text descriptions for new blocks are only available after you’ve already played the level where they first appear. ![]() The initial learning curve can be quite high, which might turn off less hardcore players. Also, this game is still in Early Access, so likely some of these things will be fixed before you play it.I feel like the game could use a bit better of a tutorial, or perhaps some demo scenarios where a variety of simple devices are shown off. Finite Areas for ImprovementThere are a few rough edges here and there, although I’ll admit my nitpicks are minor.
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