Show HN: Factorio but with unreliable components
Here's a micro-game you can try out in your browser, sort of a puzzle game about trying to use unreliable components to sort out increasingly more reliable components.
Here's a micro-game you can try out in your browser, sort of a puzzle game about trying to use unreliable components to sort out increasingly more reliable components.
Discussion Highlights (6 comments)
mock-possum
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.
katzenq
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?
ateesdalejr
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?
KomisarzRyba
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.
budro
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.
delichon
Factorio already has unreliable components, it just models them as random alien attacks. It fits with Murphy's Law surprising well.