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G_Wen10 karma

In this interview with Gamasutra you mention how the later puzzles in spacechem would take hours or even days to solve, (for the last boss maybe weeks): https://www.gamasutra.com/view/feature/172250/postmortem_zachtronics_.php?page=3 You also have a survival chart which shows each level kills off about 10 to 20% of players. Did you view having such a difficult game as a negative?

I'm asking because I would estimate the survival rate of Opus Magnum, past the first non-tutorial would be flat, maybe 95% across the board. When designing Opus Magnum did you intentionally make a game where it is almost impossible to get stuck on a level?

G_Wen5 karma

Hi Zach! Do you follow the yearly Spacechem tournaments? Are there any plans to revist the Spacechem universe?

G_Wen3 karma

We wanted to avoid what we call "octopus arm solutions" where you painstakingly but inelegantly program a single arm to do everything.

That's how it is with low area solutions right now! Also since it's a single arm which has to do all the work with no fast forward or rewind to help debug low area solutions for difficult puzzles are a nightmare.