DeepOcean
Arcane
- Joined
- Nov 8, 2012
- Messages
- 7,404
Time to grind until level 99 with all of them.
Time to grind until level 99 with all of them.
How are the controls? I've read it's a bad port.
Okami (Steam version). Well it's pretty (YMMV, though) and I'm finding it fun to play.
Actually I don't remember time when Wolf wouldn't burn in barrel. XD
I had no issues when I played it in 2019. Wonderful game, soundtrack, and visualsHow are the controls? I've read it's a bad port.
Okami (Steam version). Well it's pretty (YMMV, though) and I'm finding it fun to play.
Got to say that it feels good when you manage to make one of these symmetric beauties, though:My main problem with Opus magnum was that programming part was very limited and tedious and that it was unconstrained enough to make it relatively easy to finally arrive at a decent solution just by throwing enough oscillating arms (or code) at the problem.
Huh? It wasn't Wolf.
Huh? It wasn't Wolf.
Seriously? I always have Wolf frying in Military Base.
How are the controls? I've read it's a bad port.
My main problem with Opus magnum was that programming part was very limited and tedious and that it was unconstrained enough to make it relatively easy to finally arrive at a decent solution just by throwing enough oscillating arms (or code) at the problem.
I'd rather spend time thinking than on tedious coding.My main problem with Opus magnum was that programming part was very limited and tedious and that it was unconstrained enough to make it relatively easy to finally arrive at a decent solution just by throwing enough oscillating arms (or code) at the problem.
Sure but the point of the puzzles aren't for them to be so hard that you have to spent a lot of time and thought in figuring out a working solution.
Good scores are also easy to accomplish in most puzzles. All you need to do is grab the inputs as fast as possible (there is a hard limit) and build an engine that doesn't break down under the workload. Since you can always throw more arms at the problem, like DraQ said, it's not that hard, only tedious. It only gets challenging once you approach the lower limit, and if you are really eager to squeeze out the last 1 or 2 remaining cycles.You are meant to keep replaying them until you finally get that extremely efficient and "harmonious" solution that scores very high.
Pictured: The exact kind of solution I hate:I'd rather spend time thinking than on tedious coding.My main problem with Opus magnum was that programming part was very limited and tedious and that it was unconstrained enough to make it relatively easy to finally arrive at a decent solution just by throwing enough oscillating arms (or code) at the problem.
Sure but the point of the puzzles aren't for them to be so hard that you have to spent a lot of time and thought in figuring out a working solution.
Good scores are also easy to accomplish in most puzzles. All you need to do is grab the inputs as fast as possible (there is a hard limit) and build an engine that doesn't break down under the workload. Since you can always throw more arms at the problem, like DraQ said, it's not that hard, only tedious. It only gets challenging once you approach the lower limit, and if you are really eager to squeeze out the last 1 or 2 remaining cycles.You are meant to keep replaying them until you finally get that extremely efficient and "harmonious" solution that scores very high.
Is it cycle based?
Since you can always throw more arms at the problem, like DraQ said, it's not that hard, only tedious.
Thank you. I will first finish the game before I go full autism in low cycles, because the more complex stuffs you do, you can think of better ways of solving simple ones.Is it cycle based?
Well, there are 3 different scores, one of them being the cycles.
By the way, apparently the best solution to that level is like 15 cycles.
My solutions are usually cheap, because I rarely can keep track of a lot of arms. Optimizing for cycles is probably the most autistic one. And I wish I could do it.
Since you can always throw more arms at the problem, like DraQ said, it's not that hard, only tedious.
Well yeah, but as he said, it's not necessarily only about completing a level, but also going back and trying to get a better place on the histogram. And just dropping a ton of arms in can only help with the cycles.
But most likely there's always gonna be some assholes you can't beat so well, maybe it's not worth it in the end.