![]() ![]() (which wasn't too annoying in this case since it was for one small part) It's a worthy boss level, even if it requires you to understand some basic logic gates for the stamping process. If you've finished the game, I heartily recommend looking at this. Goes right to the finish line after that. A lifter basically sorts the four blue panels into their respective holding positions. Finishing touch being gluing the blue panels on. A closer look at the core.ĥ) Satellite panel assembly area. Essentially putting the core together (farthest, cross-shaped) and then gluing all the parts on one side, flipping it around and gluing all the parts on the other side. Shows a flip-flop in action for further splitting the blocks.Ĥ) Main assembly area. Since there are two sets of 3x1 cockpits and two sets of 1x1 cockpits in the final solution, this needed a section all on its own to sort everything out. Yes, I actually had to use the rafters to have enough space for the solution. Logic machine on the right side of image, stamping process on the left sideģ) Rafters, for processing the 'cockpit' blocks. Due to needing to rotate 4 times then eject the block, a little logic machine needed to be created. ![]() Example, building the white piecesĢ) 4x stamp machine. Some pieces are assembled here just because they're easy shapes. A bunch of awkward lifts and shovers to send them all on their way, but hey, if it works, it works. Because solution spoilers, and because the resultant GIFs are freaking huge, here's the breakdown in links:ġ) Where all the materials come out. If you must play this, be sure you do it with a mouse and keyboard.Click to expand.Not only is it a terribly awkward shape, the top block has FOUR stamps on it. You'll end up playing with the touchscreen in handheld, and you'll still be frustrated. Lastly, the Nintendo Switch interface sucks. A double whammy that made me regret spending the time and the money to play this thing. While True Learn did this, aand it also shifted to puzzles that weren't as interesting in the late game (algorithm time management instead of shape sorting). Most puzzle games fail in the end game (for me) by not providing enough scaffolding and becoming too difficult. The secret to fun in these types games is to provide just enough scaffolding to keep the difficulty curve challenging. You're left to trial and error to figure out how to get your shapes sorted in time, and it's not fun. This is fine, but the game gives you know feedback mechanism to know how fast a function can sort. Your sorting functions can only do so much before becoming clogged, and you have to split the work to get your shapes sorted in time. It adds layers to the speed of your algorithm. The mid and late game don't add more layers to the sorting. You get some simple "if/then" function to sort the shapes, and can layer them. ![]() You have a "well" that spits our red triangles and blue squares, and your job is to get the red triangles go to the red triangle receptacle and the blue square to the blue square receptacle. ![]() You're designing tracks to get combinations of colored shapes into their proper receptacles. The difficulty curve of the puzzles is where it goes wrong. I liked the aesthetic of the game just fine. It's unabashedly a programming simulator-you're literally a computer programmer with poor posture who's designing an algorithm to interpret his cat's speech. It should be standard curriculum in all middle schools. You have so much fun playing it you don't even realize you're learning to think like a computer programmer. If you don't know what SpacChem is, it's a devilishly addictive programming logic training game that has you designing tracks that run and combine chemicals. 8h ProgressI wanted to relive SpaceChem when I bought this, and I ended up disappointed. ![]()
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