Whew.
After 36 hours with
Infinifactory, I finally beat the final level, which took about three hours by itself.
For those who don't know, Infinifactory is a puzzle game by Zachtronics, the team behind SpaceChem, and Infinifactory has often been described as "3D SpaceChem", which, while fair, also ignores some of the key differences.
First off, for those who don't know, SpaceChem and Infinifactory (as well as a lot of Zachtronics' web-based games) are what I can best describe as "sandbox puzzle" games. You see, in most puzzle games, you're given a certain thing you have to solve, you have a limited number of pieces/moves/whatever with which to solve the thing, and you just have to figure out the correct combination. Both SpaceChem and Infinifactory take a different approach. Every level is a completely blank canvas, and you have unlimited use of all your tools. You are given a final product that you need to produce X number of, and a set of inputs, and you're left free to roam from there.
What this means is that, unlike other puzzle games, there is a
HUGE element of creativity in how you approach the solution to the problem. For example, here's one of Infinifactory's early levels:
Those orange boxes on either side spit out a regular stream of a certain type of block, and in the middle is what I need to build 10 of to complete the level:
And after a little tinkering with the various conveyor belts, welders, pushers, and sensors, I end up with this (captured with the in-game GIF creation tool, a great touch):
.
Whenever you complete a level, the game scores you on the time it takes for the factory to complete the required products, how many blocks you used, and the footprint of your factory. Despite the fact that the game scores you, you don't actually have to do anything efficiently. As long as you make the correct number of the correct thing, you get to proceed. The scoring is only for bragging rights, if you're into that sort of thing. Much like with SpaceChem, too, even your ugliest, clunkiest solutions are endearing because they're
yours. When you spend a couple hours tweaking a factory to get the timing of things just right, it's just so damn satisfying to sit back and watch it run. For example, here's one of the levels from a little past the halfway point of the game:
The fact that I put down every single block you see there (and that's actually only about half of the puzzle) makes it so much more satisfying than a game that just has you "filling in the blanks" to get the solution.
For those who have played SpaceChem and are curious how this differs:
- It's a lot easier. Not to say that it's easy, but for me, beating SpaceChem is one of those things I aspire to do before I die, but I do wonder if I'll ever manage it. Infinifactory never feels that tough, and the learning curve's a lot gentler. Additionally, while the main restricting factor in both games is the amount of space you have to work with, Infinifactory's a lot more lenient. While a few levels here and there take place indoors and some of the later ones require a significant amount of space to complete, you have more than enough room to work in most levels. You do have to learn to be efficient with your designs, but there's still enough room for a little messiness here and there, so that the game never feels frustrating.
- There aren't really any fail states. In SpaceChem, you couldn't have any part of the molecules leave the levels, and any collisions between molecules would bring everything to a halt. There's nothing like that in Infinifactory. The only thing that will automatically stop your factory is feeding the wrong thing to the output. Blocks can touch each other without any penalty, and the interactions between the blocks can be utilized to great effect to help solve some of the later puzzles.
- It's in 3d, duh. While this means that you have a whole other axis to work with, it also means that things can get messy to the point that you can't actually get into your own machinery any more, since you actually play as a character who's flying around these levels. Many times I've built things so compact that I couldn't actually get inside to troubleshoot them without deleting pieces. That's more a fault of my own design than the game's issue, though.
- While I never had this issue, I've heard that some people have had problems with how the early levels handle the tutorial stuff. Basically, you're dumped in a level and are given access to a new block, with the only clue as to what it does being an Ikea-styled drawing of the block in question. I was able to figure them all out fairly quickly, but I have seen some people grumbling about them. The game does give you a complete written description of the block(s) as soon as you beat the level, so as long as you can stumble through the initial level of it, it shouldn't be an issue.
Also, as much as I love the game, I do have a few minor issues:
- It's not a huge problem in the early levels, but the game could really use a faster fast-forward. You see, when you have your factory running, you can hold F to make it run at around double-time. This is more than quick enough for most of the levels, but even with fast-forwarding, some of the later levels can take 10 seconds or so to complete one item. This makes tinkering with the larger levels a tad tiresome, especially since you can't actually place blocks when the factory's running. This leads to many situations where you're trying to get a certain block in just the right place, so you have to run the factory for 10 seconds, pause it at just the right time, make a visual note of where you need to place your block relative to the thing you're constructing, stop the factory (which makes the things under production disappear), place the block, hoping you're in the right spot, then re-run the factory for the 10 seconds to see if you got it right. Like I said, it's really only a huge issue towards the end of the game, when you have to make some
really large and complicated stuff (gif of a solution to a later level). SpaceChem had multiple levels of fast-forward, as well as a "pause" feature that would automatically pause things once they reached a certain point, wihch meant that you could just use the insane-speed fast-forward and not have to worry about overshooting where you wanted to stop things. Both of those would have been nice to have here.
- The way conveyor belts are handled when it comes to large objects is a little weird. Take a look at this:
The thing I'm moving basically has a 3x2 footprint. Notice that when it's moving up it starts to move left as soon as the first block hits the left-moving conveyor, but it starts moving back up again once the LAST block hits the up-moving one. Apparently the game has a system where it prioritizes which conveyor belts take priority based on arbitrary directions in each level. I get that this might make things simpler when it comes to potentially conflicting directions, but it was a little annoying in the beginning when I was trying to figure out the rules that the game followed, and the conveyor belts seemed to behave differently every time. I eventually got around it by not having solid runs of conveyor belts and placing the single conveyors carefully enough so that they'd force the thing I was moving to go the way that I wanted. So it's not insurmountable, just kind of annoying.
Other than that, though, I can't really think of much bad to say about Infinifactory. If you like puzzle games at all,
get it. If you liked the idea of SpaceChem, but found it a bit too punishingly difficult, Infinifactory's a much more pleasant experience.
Absolutely highly recommended, and mostly likely my GOTY.