![]() ![]() It took much thought and a lot of playing around to finally get it to 17/17. In any case, I tried to make a Size solution based on it, but that solution turned out horrible with respect to both Size and Speed.Įventually, I went back to my original solution of 19/17 and slowly massaged that to 18/17. I call it a hack because it maxes out at five letters. I first accidentally created a solution that broke my record for Speed and was less of a hack (63/167). Resuming the game, I started with Year 35 where I left off last night. Remark: Technically some of the hours involves blogging time. Steam Game Time: 18.1 hours (total game time) / 8.5 hours (session game time) I was trying to crack Year 35 when I felt sleepy and decided to stop playing. Yay! Size Challenge and Speed Challenge Achieved! In the Size Challenge for Year 22, I played around with using jumps going upward, a technique I heavily investigated during Year 32 (my Size Challenge solution for Year 22 gave 18/19). My Size Challenge solution for Year 20 (15/15) came from realizing that I should use "jump if negative" as a trigger instead of "jump if zero." I easily completed the Speed Challenge (79/82, and lost the solution), but had some trouble with the Size Challenge (10/10). The first one I tackled after making the above summary was Year 32. ![]() Remark: I achieved the Size Challenge for Year 32, but I no longer retain the solution. ![]() Today after I had managed to complete all the levels in some form, I had the following challenges left to complete (in parentheses is my best over number needed to complete challenge): But this is probably at most 30 minutes of time. *There were moments when I stepped away with the game on. Steam Game Time: 9.6 hours (total game time) / 2.5 hours (session game time) Steam Game Time: 7.1 hours (total game time) / 3.5 hours* (session game time) Sometimes I failed and eventually moved on. I resumed the game today and I spent some time with some of the puzzles for which I thought I could solve the "Size" or "Speed" Challenge. However, if Human Resource Machine is anything like Little Inferno, it's probably all culminating in something big at the end. I'm not sure how many levels contain similarly hidden messages. The fact that there may be hidden messages is made apparent in one of the levels. While there were various games to play using my current game choosing method (still via games which an unnamed Steam friend has played), I was attracted to Human Resource Machine, because it was related to Little Inferno. It launches on Steam next week Thursday.Overview: A video game with programming and math-based puzzle mechanics. Better still is that you won’t need to wait that long to play either. If you’ve loved Tomorrow Corporation’s games, then 7 Billion Humans should likely excite you in the same way. There’s a sense of flow to well-programmed solutions that is just intoxicatingly addictive, and having quirky, direct feedback to a puzzle solution like this just looks like my cup of tea. ![]() It looks completely ridiculous and chaotic in the gameplay below, but also intriguing. In Human Resource Machine only one employee could execute commands, while this new project will have you controlling multiple employees at any given time to do a range of tasks in unison. 7 Billion Humans will offer three times as many puzzles as Human Resource Machine, with the overall number coming out at around 60.Īnother big shift is the scope. This can give the Tomorrow Corporation a little more freedom in its design supposedly, which shows in the overall breadth of it. 7 Billion Humans doesn’t make that small concession, instead using an entirely made up language that can be used directly with the puzzles it creates. Human Resource Machine was fundamentally based around Assembly code, and as such conformed to some of its weird rules. It’s a follow-up of sorts of Human Resource Machine, taking the idea of programming-based puzzles and extrapolating on it in some interesting ways. 7 Billion Humans is a break from that formula in a way. If you look at the differences between World of Goo, a physics-based puzzler, and Human Resource Machine, a more programming focused one, you’ll only find puzzles as a common central theme. The Tomorrow Corporation might have a signature style when it comes to their games, but it doesn’t mean any of their projects are remotely similar. ![]()
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