![]() And while some of the chapters right before the final one were hard, the spike in difficulty is just. And in the final chapter, the objects you are expected to make just don't allow for you to mess around with how you're fed objects. You have an input adjustment, but without some very messy effort on your end, you're always at the whims of how fast the game gives you objects. The main thing that makes this game so much harder is that you don't go at your own pace. The "final chapter" of Opus was by far the easiest though, and the post-game offers no achievements so even the devs didn't seem to expect you to be too concerned by it. Beyond anything in Spacechem, and harder than the Post-game of Opus Magnum. The final chapter difficulty spike is HUGE. The game is good, I can't say otherwise, but I've played 3 Zachtronics games, Spacechem, Opus Magnum, and this. While I don't recommend, it's because I feel like most people who get this will want to beat the game, even if they don't optimize. All I know is that I got to the final level, and I feel cheated enough by the devs that I'm not going to put in the extra few hours to fix my solution and finish the last level. Part of this may be the inherent drawbacks of a 3D puzzle game like this. I would have had to start at least half of it from scratch, possibly all of it, due to the space limitations of the level. The last straw was on the very last level of the game, where I spent several hours coming up with a solution that would finally get all the pieces in the right place to build this massive object, only to find out that two blocks which I _couldn't even see_ at the target location were missing, thus negating my entire solution. By the in-game story, such a constraint makes literally no sense. I felt as if the developers were _artificially_ increasing the difficulty by giving dumb, unnecessary constraints, like only providing a painter one block high when two blocks would have made the solution simple. On the final few levels, however, that effort became a chore. As the levels got more difficult, I had fun trying to find a way past the limitations. The earlier levels are pretty trivial, though it's fun trying to optimize solutions. If you enjoy slamming your head into the wall until you find a solution, this game is for you.įor about 50 hours (as shown by my time played), I did enjoy that. I want to put my answer somewhere in-between. Thus having additional problem solving techniques at my disposal than I felt I should have really didn't make a difference, as I didn't feel the need to use them ever again either.Times like this, I wish Steam allowed you to say something other than "Recommend" or "Don't Recommend". Hence why I said "no biggy" about the spoiler thing yesterday, as the game was essentially over when it happened, I just had no idea that was the case. After that, I don't think I had to put serious though into any of the remaining puzzles, and while I enjoyed each of them, I didn't feel particularly challenged by them and just kind of breezed through the rest of the game. Honestly though, I think the difficulty curve peaks towards the end of world 5, ironically, precisely at the puzzle that has been much discussed with regards to spoilers. I've avoided talking about it for spoiler reasons, but there are at least a couple of levels in the last area that had be lol'ing :) The one with the mole creatures, and I just wanted to say, I got a big BTW feeling about it :) Might have been better to only unlock that option once you've completed the level and/or whole game and had two different sets of performance statistics you're evaluated against, one for default settings, and one for with adjustable input speed. It tends to suggest to players that if they aren't operating on max speed they are somehow doing things wrong. Not entirely certain about making it adjustable as a design decision, especially given that the performance graphs are being evaluated for machines operating on a completely different set of parameters. Gives me a good reason for a second play through :) Yeah, I figure for later game it would require an entirely different solution to do things on max input rate, which is one of the reasons I decided to leave it alone. Sure, I'll try to push it up after the design is finished, which usually works to make it a bit quicker, but the difference between MAX and the one below is very large. Gilberreke wrote:I'm only at world 3, and I'm quickly turning it down more and more, so yeah, I assume it's only viable for early game to have it always on max.
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