Wrecking things with physics

Game: Besiege

Developer: Spiderling Studios

Disclaimer: Opinions are my own and do not reflect the opinions of my employer Blizzard Entertainment. These are my rambling notes to myself as I play the game. I respect and appreciate the hard work of all game developers.

Notes:

Building was pretty intuitive and it felt like the editor was working with me rather than against me most of the time. Occasionally I would get the camera into a weird state and need to reset it.

Really appreciated being able to save and load my machines.

Building and testing was a very cool lego type feel, reminded me why I loved building things with lego as a kid. I liked being able to rapidly iterate and feel like you were close and just needed to make a few tweaks to finish the level.

It seems like sometimes the game was non deterministic or the physics is just really twitchy. I could run the map and sometimes parts of my machine would fall apart right away and other times they wouldn’t and I didn’t understand what the difference was.

Because of the above point, a few times I would just brute force my way through a level and just play it like 20 times in a row with the same machine until finally just luckily getting the results I needed to beat the level.

Unsure why pistons seem to be the most explosion resistant piece there is. Is that a bug?

As it seems like is usually the case with these types of indie puzzle games, I felt the ramp up in difficulty was too steep. I would have appreciated way more tutorial style levels that show me the basics of each type of part.

The second land, where flying was introduced out of nowhere, got way more difficult and frustrating way too fast.

So many of my frustrations boil down to not knowing what certain pieces did, how to use them, why to use them, or why things weren’t working as expected. I had to go to the internet for tutorials, something which I never enjoy doing.

Basically I want my hand held much more for much longer until I’ve clearly been introduced to every mechanic and piece.

Having to then operate the machines was fun as well, and being able to iterate and make tweaks was cool.

For levels that had achievements for completing them a certain way it would be cool to see them written out.

I want to be able to recommend this to kids who are interested in engineering but I think the difficulty level is just too high. It’s a shame, this could be such a tool for good for teaching fun engineering problems and solutions.

The levels that don’t have objectives at all are kind of frustrating. Not sure why they would do that.

The sheer amount of flexibility and power when building is awesome. I think with better level design and more tutorial levels I could play this game for a really long time.

I liked the mixture of kill everything, destroy everything, and achieve a specific task levels. It was good that it kept you from just trying to make an uber machine that could beat everything.

Towards the end, the sheer amount of time necessary to build a successful machine was off putting.

The whole “skins” feature seemed unnecessary

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