It is not poorly designed, but it is not the kind of puzzler i like at all.
It comes off like it might be a SpaceChem style, lots of ways to solve the problems, and seldom can one way of solving a puzzle make the bell on all efficiency tracking at once.
So puzzles are quite open ended and beg to be played multiple times to solve for different forms of best efficiencies.
These puzzles however come with constraints that mean each level really does have just one maybe two possible ways to beat them and meet the requested efficiencies.
So this is more like putting together a puzzle. You are not solving problems so much as just seeing if the pieces fit right or not.
Once all the pieces fit right, you have "solved" the puzzle.
Some specific designs that i find really poor here:
You get a budget for the parts you can buy and can't go over budget, this is not an efficiency this is a hard stop you can't go past.
based on how levels work, this means the budget is obfuscated time sinking. If a level demand is to make X food item, then this means we already know a set of parts has to be purchased no choice about it.
So why not start the level with the demand parts already and just a lower budget then?
This is not a real puzzle to solve in the way the game is designed, it is just obfuscation that is the illusion of puzzle solving/agency for the player.
When in reality it is a no choice situation, an obfuscated direction of just doing what you are told to do, that makes it look like you solved a puzzle of some kind.
So after about 9 levels i was done putting together puzzles pieces, and uninstalled this to go find an actual puzzle to solve.
However for what it is, if you like this kind of thing, then it is probably a very challenging version of this, put to together the puzzle, kind of game.
I just don't get in for these like i do actual my brain solves the problem puzzles.
¿Te resulta útil?