Ahead of the Curve: The SpaceChem Postmortem
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- čas přidán 4. 07. 2024
- In this 2013 GDC session, Zachtronic Industries' Zach Barth explores the differences between SpaceChem and other puzzle games, provides information on how to make your own design-based puzzles, and shows how to build community features around them.
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Wild that they ended up remaking many of their previous early games into full games later, shenzen / infinifactory / opus magnum. really inspiring to see someone showing primative sketches of games knowing they'll end up making very polished final versions
Zach is just a genious
he's a nice boy
I still have Codex of Alchemical Engineering bookmarked lol
"Crack for engineers", perfect description.
wow, he is a great speaker and an amazing developer! this is well presented and useful
I think I bought half a dozen copies of SpaceChem for friends and NOBODY played it. Their loss.
I'm kinda proud that I beat one of the hardest puzzle games ever AND the DLC for it.
Although that DLC was easier than the main game imo.
probably by design tbh
Ellos Zach, nice way to create new games, loving them.
Did you know it's also a way to find true genius amongst those which remain mostly discarded ?
Soundtrack is great and gameplay addictive. However it gets dangerously complicated
When launching this video I didn't expect to find my nickname on one of the slides (8:56) :)
Anyway I had really enjoyed playing SpaceChem and I've recently started Shenzhen I/O which is also a great game.
Perfect.
Zero dislikes, tells you something about the speaker.
That's some good customer relations!
I adore this wonderful game! 👍
p.s.: guys, what if I put a link to my Steam profile (with this game completed) on my resume? I mean, is this a good idea? 🤔
One of the best games ever made.
anecdotal evidence is the most "relatable and entertaining" evidence
🖤
19:09 man, this is frustrating. I'm with Mr. "please demo your game". I really like to demo games to see if I'd actually like to play them. Watching video of a game only works well to sell games that are mostly visual (first person shooters, maybe), not puzzle games. You really have to be able to try them to see how they are. I've bought some games w/o demoing first (they didn't have demos) only to be frustrated and find they totally weren't for me. Conversely, I played the SpaceChem demo and immediately bought the game. I'd love to have a time machine so I could go back to whoever first said videos are better than demos at selling games and smack them.
This explains why SpaceChem has nothing to do with actual chemistry XD
"Space chem is really hard" - eeeeeeeeeeeeeeeeeeeeeeeeh. I enjoyed it the way it is, especially the journal puzzles, those were challenging, playing through it again right now, it's still fun - solving levels with 5 or 6 max reactors using only 2 or 3 reactors is still fun.
I don't think you should make the game less difficult in general, if anything add more easy levels but keep the hard levels as they were too, for people who are really into it.
GDC can be summed up by the fact that this glorious man had so much to tell in a constrained space of 25 minutes (and no more!) with so much densely-packed information that it can be unravelled into a year of formal education... and yet...
And yet, there are other 1+ hour talks by talentless hacks talking about problems that matter to nobody in the service of worshipping the false idol of diversity and tolerance and all those nonsense buzzwords which have nothing to do with GAME DESIGN.