It doesn't look like a human designed this or wrote any of the text. The layout is broken on a phone. What work did you actually do here?
zug_zug 24 hours ago [-]
I appreciate those two points of feedback. I'll work on those today.
netsharc 24 hours ago [-]
Hah, output of a politician LLM.
How to not answer the question...
katzenq 24 hours ago [-]
I'll take that as 'none'. When you say work do you mean telling a chatbot to make a change?
zug_zug 23 hours ago [-]
No, I didn't respond because it's a weird rude reaction and I don't feel like I owe you any explanation. If your intent is to try to make me feel bad about myself, and it seems it is, then please do not play my game, I'd rather not have you in the community.
bigyabai 24 hours ago [-]
I take it you haven't seen what game development looks like in the past half-decade, have you?
katzenq 23 hours ago [-]
I've been doing it for a lot longer than that, in communities where trying to pass off generated shit as your own work gets you rightfully shamed. Actual game development still values human art and effort.
bigyabai 23 hours ago [-]
"Actual game development" is the no-true-Scotsman fallacy. Most "actual" games being shipped these days have some sort of AI-generated code. At this point, it's like insulting someone for not writing assembly by hand or using a game engine.
budro 24 hours ago [-]
Semi-interesting concept, but it's initially _very_ hard to get into because of how AI slop-coded the intro is. Do your own writing! Also the game was way too manual, you can't just call any game with conveyor belts Factorio. Not once in the game did it feel like I automated any process.
If you can get past all of that, the game does get somewhat interesting. The first level is just a game of APM, replacing your components with higher quality components until 100% and you win. The 2nd level puts reliability behind identification which has a cooldown. This was pretty neat because you discover how to use the markers + feedback loops to actually create a useful reliability comparator. You then use that to only identify candidates with known-higher reliability.
Unfortunately I think that's where the game (and maybe even the concept?) peaks. The 3rd level is basically identical, but with a longer cooldown on identification. That does teach you to use counters as an early source of high quality components to sort against (reliability% = components counted / total components on conveyor) but the winning strategy remains the same. The added Marker-Gate component doesn't really become useful until your reliability is high enough (or not without cascading 5+ or more of them) so the way to beat level 3 is exactly the same as level 2.
It would be cool to see this evolve into something more meaningful, but I have a feeling you'll quickly find out why all automation games have 100% reliable machines.
trylfthsk 24 hours ago [-]
Same feedback - conditional probability until you eventually straight pipe a 100% reliability sorter to the solution. I think one workaround is to have a max reliability for the level - say 95% - requiring actual infrastructure in the long run.
zug_zug 23 hours ago [-]
I appreciate the feedback!
It sounds like you are a bit of an enthusiast and very good at these types of games. If you join the discord there are 3 harder levels, the last two have no manual identification whatsoever, which may be more interesting to you.
delichon 23 hours ago [-]
Factorio already has unreliable components, it just models them as random alien attacks. It fits with Murphy's Law surprising well.
ateesdalejr 24 hours ago [-]
I played through scenario 1, and thought it was really painful. Which imo as it should be, but why not code a factorio mod with this functionality? I think it would be even more fun, and less of a UX/UI hassle?
ateesdalejr 24 hours ago [-]
Most of the pain was in the controls just being really nitpicky / not what I'm used to when playing regular factorio. E.g. the keypress shortcuts not always working / weirdly returning to default to place belts, etc. I found myself wanting underground belts a few times.
KomisarzRyba 24 hours ago [-]
Please stop wasting everyone's time with slop. Learning how to do this yourself would be much, much more rewarding. For both you and us.
peter-m80 16 hours ago [-]
I was unable to complete the first tutorial
mock-possum 1 days ago [-]
Seems like a fun idea, definitely doesn’t play nice with safari on iPhone, every click and drag is a viewport scroll event which is pretty unplayable. I’ll check it out again later when I’m on a real computer.
zug_zug 24 hours ago [-]
I'll try to make the UI better for mobile browsers. I hadn't intended for it to be on mobile, but let me brainstorm on that.
Rendered at 22:52:40 GMT+0000 (Coordinated Universal Time) with Vercel.
How to not answer the question...
If you can get past all of that, the game does get somewhat interesting. The first level is just a game of APM, replacing your components with higher quality components until 100% and you win. The 2nd level puts reliability behind identification which has a cooldown. This was pretty neat because you discover how to use the markers + feedback loops to actually create a useful reliability comparator. You then use that to only identify candidates with known-higher reliability.
Unfortunately I think that's where the game (and maybe even the concept?) peaks. The 3rd level is basically identical, but with a longer cooldown on identification. That does teach you to use counters as an early source of high quality components to sort against (reliability% = components counted / total components on conveyor) but the winning strategy remains the same. The added Marker-Gate component doesn't really become useful until your reliability is high enough (or not without cascading 5+ or more of them) so the way to beat level 3 is exactly the same as level 2.
It would be cool to see this evolve into something more meaningful, but I have a feeling you'll quickly find out why all automation games have 100% reliable machines.
It sounds like you are a bit of an enthusiast and very good at these types of games. If you join the discord there are 3 harder levels, the last two have no manual identification whatsoever, which may be more interesting to you.