
In a future where food is the ultimate symbol of status, you are a recipe programming technician for a ruthless aristocracy. Create, test and optimize your culinary machines in this deliciously dark zach-like!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Romanian, Russian, Simplified Chinese, Spanish - Latin America +1 more
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
[h1]Opus Magnum but worse[/h1] This feels too harsh and mean for this game. It's a cool concept, and I enjoyed my time with it! I want to like it, but it's hard to recommend. The game puts "zach-like" in the description, and that invites comparisons with games like Opus Magnum. Right now, it's even priced the same. But just about everything it does well, Opus Magnum does better, and it's missing some very large quality-of-life features that made the second half of the game tedious in a way most Zachtronics aren't. [h2]Mechanics[/h2] It feels a bit like a 2D Infinifactory, or a square Opus Magnum. The unusual part is that there are a few different kinds of robots, and they're pretty flexible. Your core tools are using those bots and conveyors to move food into frying pans and boiling pots and so on, transforming a stack of one kind of food into another kind of food. Here's the thing, though: Historically, when Zachtronics does this (Infinifactory, Spacechem, Opus Magnum), transforming one item into another is only part of it. You're also trying to build a [i]shape[/i] by sticking pieces together, and maneuvering that shape efficiently is a significant part of the challenge. When we're only stacking things (the Food Court in Last Call BBS), the challenge will often include some more intricate logic to make up for a lack of robots -- Infinifactory might force you to use sensors and timers to wire things up; 21st Century Food Court will force you to wire together a bunch of logic modules alongside the assembly line. Neon Noodles has none of that. At first, the simplicity was appealing. By the end of the game, it feels more like a lack of depth. There were one or two levels where we got a glimpse of how you could build a much trickier puzzle game out of this. One level limits you to three robots, all linked, bans all other bots, and forces you to build a complex recipe. It stood out as one of the few times I was forced to learn some strategy other than just throwing ingredients A into pot B and conveying the result to pan C.... but: [h3]Quality-of-Life[/h3] ...when the game actually got challenging, it was an absolute pain! Most Zach-likes make some effort to make it easy to rearrange things when your design isn't working. Infinifactory and Opus Magnum include one feature that's badly needed here: Select a bunch of stuff you've already put down, and drag it around all at once. Instead, if you've set up your entire production line one square too far to the left, you have to drag everything you've put down [i]one at a time[/i] one square to the right. And at that point, I usually leave everything where it is and patch things together with drones or teleporters. And those drones end up being super slow and blowing up the cycle count, but at that point, I'd rather just get through the level. And that's just the physical layout! The bot programming theoretically is as powerful as Opus Magnum, but it's so much more obnoxious to use. I've seen the cursor glitch to a character (or more?) away from where the operation will actually be inserted. There isn't a good way to insert a "repeat what I just said twice and then go back to the start". Scrolling around and editing is janky and choppy, and instead of a dedicated "return" symbol like Opus Magnum (that gets recomputed if you add more instructions), there's a return [i]editing button[/i] that inserts all the operations needed, so I'm constantly having to go back and edit the end of a program to reflect what I did in the middle. So if I ever have timing issues, instead of going back and rearranging the bot's programs, I'll just insert a bunch of waits. I can see where there [i]could[/i] be a fun challenge in trying to really optimize your build and get a high score. With rare exceptions, that's the main source of challenge anyway. But with how obnoxious it is to edit a mostly-working solution, I usually wasn't compelled to try to optimize an already-working solution. As a result, it was a pretty severe difficulty spike when the game hits you with something like the three robots or an overly-constrained map, because I had no practice optimizing, because optimizing is so annoying to do. [h2]Setting and theme[/h2] The idea of a very cyberpunk, abstract, neon-infused food factory sounds appealing! But the execution is... maybe [i]too[/i] abstract. Opus Magnum's machines make all sorts of interesting sounds as they clang, whirr, and zap. Neon Noodles just quietly whooshes. Cutting, boiling, frying, chilling, and conveyor belts are all completely silent, all we hear are the robots whooshing around. Like any good cyberpunk story, this makes a point about society, about corporations at the top controlling everyone down to the food we eat... but this is undermined by how clean the game's visuals are. Occasionally, a background might vaguely look dirty, but you're still going to be moving around abstract neon icons. There's nothing like the whale level in Infinifactory, where you might feel bad about carving up this magnificent creature and throwing most of the carcass into the abyss, and it might even motivate you to try the extra challenge of beating the level with only a single whale. In Neon Noodles, anything you waste goes to a "recycler" for "zero food waste," which feels like a missed opportunity. But even if the game [i]did[/i] try to push us towards minimizing waste, it's still much harder to care what happens to a little neon square with some squiggles on it. This also makes it that much harder to be satisfied with a solution. It's very cool to see Infinifactory put together a big 3D model piece by piece, until it comes together into something that looks like your goal. In Opus Magnum, you get a big kathunk sound for every product you deliver. In Neon Noodles, the goal is just another icon. [h2]Story[/h2] It's cool that it exists, and it's not a [i]bad[/i] story. It's just not a very good one, especially stretched over the length of the game. Maybe that's the point -- you'll solve multiple puzzles without even any flavortext about why you're making this recipe or who the food is for, because you're just playing along. But compare it to something like Opus Magnum or Alan's Automaton Workshop, where just about every level in the main story had some dialog leading in, and sometimes there were pretty major developments between chapters! There's a very good [i]premise,[/i] but there's just not that much to the actual storytelling. It isn't really tied to what you're building, either. The only way the story ties into the food is [spoiler]someone snuck a (computer) virus into the food somehow[/spoiler], or [spoiler]someone poisoned the food[/spoiler], or you're just making the food for someone important. But for each of these plot points, the actual level is interchangeable. Compare that to Infinifactory, where [spoiler]one factory builds shuttles to escape and another builds missiles and fires them at enemy ships[/spoiler], or Opus Magnum, where you'll build everything from hangover cures to subtle poisons, or even 21st Century Cafe, where everything you make gets a fun thematic description, and the results even get reviews!
This is a tough review for me. I LOVE zach-like games, and this one starts out SO promising! Unfortunately the pacing made me lose interest long before many key mechanics (loops and links) are introduced. This is compounded because the implementation of producers and consumers makes it impossible to automate most processes without having a bot do it. If the game allowed setting the production rate of sources (every x cycles rather than a fixed every 2 cycles), or if conveyor belts, blenders, frying pans and other action stations blocked progression of an item until work had been completed it would solve the problem. Instead the game gives aggravating dual use errors if you attempt to load and unload a station during the same cycle. The lack of any program length limit means the puzzles aren't difficult - just frustratingly repetitive. Introducing loops and conditionals earlier might help the situation. As-is, violating the DRY (don't repeat yourself) principle is unavoidable. Unfold all the loops manually, feed them into a clunky interface, then watch the robots do their thing.
面白いが、注意事項として、このゲームには多くの欠点が存在する 本当にギリギリオススメ出来るかなという感じ。 1. 致命的に悪いUI こういうプログラム系のゲームだと、 範囲選択やコピーの類は快適なプレイに必須だが、それがない。 ザクトロlikeなゲームの中ではフラストレーションが溜まりやすいだろう。 まあ、本家ザクトロでもUIが優れていないものもあるが、 それでも尚これは結構UI面で辛いことが多い 2. 面白くない前半戦 多くのゲームであることだが、徐々に出来ることが増えていく。 そして、適度でない不自由さによってフラストレーションが溜まり、 また、パズルゲームとしても、プログラミングゲームとしても前半はかなり微妙だ。 微妙なステージを多くこなさないとほぼ必須とも思える新しい機能が解禁されない。 特に、UI回りが悪いのがそのフラストレーションに拍車をかける。 3. 未定義動作の悪用のしやすさ このゲームではプログラミングや工業系のゲームにしては未定義動作に厳しく、 例えば、優先順位がないことを並列に行うと簡単にエラーを吐くのだが、 その割には、暗黙の優先順位(押すと引くでは引くだけ強いみたいな)が存在し、 それによって(コードゴルフの)スコアを伸ばすことが出来る。 未定義動作にもうちょっと緩い方がアホなコードゴルフゲームとして面白い気がするし、 逆に中途半端に未定義動作に緩いせいで不信感が募るから厳しくする方が良いかもしれない。 4. 途中から追加される割に使いにくい新ボット 多くのゲームでは、後から手に入る手段の方が往々にして強い。 しかし、これは最初に手に入るロボットが最強で、後のロボットは弱くなってしまっている その結果、最初から最後まで単調なコードゴルフゲームになってしまっている 途中で、そのロボットにはどうしても効率良く達成出来ない課題が与えられ、 そのステージだけは面白かったが、それ以外のステージは、 最初のロボットが禁止されることによってのみ他のロボットが意味を持っている。 と、ここまで散々このゲームに対する不満を書いたが、 こういうパズルゲームが好きなら、見所はなくもない。 UIの不便さ、機能の不便が長く続くこと、理不尽な実行エラー、特有の単調さ のそれぞれに耐えられる人なら、最後まで遊べると思う。 正直、かなり虚無なステージが多いので、パズルゲームとしてはオススメ出来ない。 プログラミングのコードゴルフとして部分的に面白いステージがあるから 辛うじてオススメ出来るという感じ。 こういうゲームは時間食いがちなのもあって、試して返品とかはしにくいし、 前半フラストレーション溜まるのはかなり良くないなぁと思う。
プログラミング体験系パズルは既にいくつもあるけど、この作品の退廃サイバーパンクな世界観は結構好き。 自分がプレイした中では一番自由度が高いというか縛りが少なく、本当に「目標を達成できればなんでもアリ」なクリア条件なので色々なやり方を試してみたくなってしまいます。また、ローカライズもしっかりしていて読みやすいです。 難点としては「ドローンボット」が設置した後に発着点を移動できない等、使いにくい仕様なのと作ったコードがズレるバグ?がある点。操作ミスなのかバグなのかよく分からない…今後のアップデートに期待です。
The way these recipes are put together is ♥♥♥♥♥♥. The early dishes get simplified so far as to be unrecognizable, and the way the UI scales down for the later dishes is equally ♥♥♥♥♥♥ in the other direction. It's also a bit too hand-holding the whole time, as rather than let you ♥♥♥♥ around with your middle products like zach-likes typically let you do, they dictate exactly what each and every step is, and force you merely to execute the rest. This goes on through the whole game. The idea that only about 2% of players got to the point in the game I did no longer surprises me upon further thought.
Its not _Bad_ but it didn't learn anything from Opus Magnum when it comes to code manipulation. Everything is pretty clunky. Looks like they sacrificed a lot of usability for it to be controller "friendly" which I suspect it really isn't.
Fun automation game with lots of different strategies and ways to optimize the solutions. I will say the difficulty ramp on the Yakitori level is entirely unreasonable though.
This is a well-made puzzle game that will have you thinking hard. I would call it a 'zach-like', to the extent that word means anything. The only reservations I have with this recommendation are that the difficulty curve is a little sporadic (which is honestly a common problem with these games) and that the game needs some more UI polish. Most notably, there is an annoying bug that causes instructions to be inserted in the wrong place if your programs get excessively long, and opening a menu does not make other menus noninteractable.
A very pleasing brain tickler! Set up a manufacturing line to cook the dystopian cyberfood, with increasing levels of complexity (conveyor belts -> programmable robots -> more). The leaderboards are pretty motivating :) Sometimes the restrictions get a bit frustrating (like a conveyor belt trying to touch something a bot is trying to touch) but i've found it nice and challenging so far. Overall a really smooth game! Doesn't feel buggy at all at the moment, the UI is friendly on keyboard+mouse and it should also be playable with controller.
I have some gripes with the UI and how unforgiving collisions are, but I'm having a good time regardless. It's easier than Zach games but there's still plenty of room to tweak and optimize.
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