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Re:Exapunks by craftyguy on Monday August 13, 2018 @12:20AM (#17747978)
> I think the dev's goal has been towards balancing the difficulty not so much towards making difficult puzzles that are rewarding to beat, but towards making reasonably challenging puzzles that become rewarding to revisit and optimize as you get better at the game

That's been my impression as well. TIS-100 is still has a high replay value, because optimize optimize optimize!

Re:Exapunks by brian-armstrong on Monday August 13, 2018 @12:30AM (#17748007)
Yes, TIS-100 is super fun to optimize!

Shameless plug: I think I made the Signal Averager about as fast as it can possibly be https://www.youtube.com/watch?v=XBfEcxvJ6aY

Re:Exapunks by db48x on Monday August 13, 2018 @01:15AM (#17748143)
Factorio is another one for optimization. The main difference is that Factorio is a single puzzle that you optimize continuously throughout the game.
Re:Exapunks by TeMPOraL on Monday August 13, 2018 @04:02AM (#17748652)
Not a single game I know drives home the concept of "technical debt" as much as Factorio does. Every time I want to automate manufacturing of a new thing, I end up wondering whether I should do a quick&dirty hack on existing pipelines, refactor half of my base, or just build a new one elsewhere...

(And you can't just always keep choosing "build a new one elsewhere", because this increases a literal attack surface and invites literal bugs.)

Re:Exapunks by nicusor on Tuesday August 14, 2018 @05:22AM (#17756437)
Never though about it that way, it really seems that Factorio is a very good representation of actual software development without actually containing coding (except for the logic you can do through the cables if I remember).
Re:Exapunks by daveFNbuck on Monday August 13, 2018 @01:31AM (#17748185)
I've found all the games to have high replay value for the same reason. It doesn't really matter how hard the game is because there are plenty of challenges beyond just passing the level.