
OCTOPTICOM is an open-ended puzzle programming game about designing and optimizing optical computing devices. Use lasers, mirrors, filters and other components to read, transform and write sequences of colored squares.
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Languages: English
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.
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Reviews
光を使った論理回路作成ゲームで、非常におすすめの作品。 固定された白色光源と、鏡やカラーフィルター、条件的に光を通すトランジスタのような機械、あと光の通過を1tick遅らせる遅延器、これらを使って様々な問題を解いていく。最初はAND・OR・XORなんかの基本的な論理回路を組むだけだが、複雑な論理回路や、補色を出力させる問題、遅延器を活かした問題など、やりごたえのある42問の問題が用意されている。 光の性質を論理回路に活かすというパズルは珍しく、解法をあれこれ考えさせられる問題が用意されていて、問題を解くのが非常に楽しかった。シンプルな見た目だが、意外としっかり作られている。 さらに、専有面積(使用している高さ×幅の四角形の面積)の最適化目標があるのだが、この最適化が非常にアツイ。エリア圧縮を重ねると、次第に複雑骨折したような光の経路を組んだり、同一経路に逆方向から光を通したりと、[b]魔改造[/b]をすることになる。そういう変態的な発想が求められる問題が好きな人にはたまらない。 問題に設定されている以上の最適化をひらめいたら、ガイドにある他の方の記録なんかと比較してみるとよい。エリアで負けてる問題があると絶対燃える。 英語の問題説明文にわかりづらいところがあり、問題文の意味するところを正確に掴むのに苦労することがある点にだけちょっと注意。 [quote] 同ジャンルの作品を、Steamキュレーター [url=https://store.steampowered.com/curator/37758265/]Programmin Puzzle Fan (JP)[/url] にて 紹介しています。興味がある方はぜひフォローしてみてください。 [/quote]
Good problem solving game for Senior Citizens. The good points are: 1. Structured introduction to components; 2. Fast reaction time is not needed; 3. Mouse control is forgiving for those of us with impaired hands; 4. The fonts and layout are not hard on the eyes; 5. Problems are interesting; 6. There is a challenge level to most problems.
《OCTOPTICOM》是一款结合了光线解谜和逻辑电路的解谜游戏。 在本作中,玩家需要使用光线解谜中常用的一堆元器件,比如反射镜、滤光器、分光器等等,来连接光路,根据输入的颜色序列产生正确的输出序列。要想完成谜题,不仅需要考虑光路的分裂和合并,还要考虑光颜色的分离和合成。在此之上,本作还引入了用光驱动的基本的逻辑部件,比如两种三极管(只取逻辑上的功能,不算模拟信号的部分)和一个可以将输入的光延迟一回合之后输出的元件,可以用于制造各种逻辑和时序。应该容易证明本作的系统是图灵完备的,这也不奇怪,在经过下面的仔细介绍之后,你会发现,本作的内核其实就是数字逻辑电路,只不过在形式上用“光”来表现而已。 每个谜题只有唯一一个光源,可以发射出白色的激光,而白光可以看成是红、绿、蓝三种颜色(或者可以称为三个通道)的光的组合,而输入是以一个每个回合都会变换颜色的滤光器进行呈现的,这种元件可以直接当成彩色玻璃,会让一些通道的光通过,阻挡另一些通道的光。白光因为包含所有三个通道的光,所以在通过滤光器之后,输出的光的颜色就和滤光器的颜色相同。 在逻辑上,其实每种颜色都可以被表示成一个3位的二进制数,每一位表示有没有一个通道的光,比如没有光(黑色)是000,白光是111,绿光是010,等等。这么看的话,其实所谓的“激光”本质上也就是可以同时传递3个二进制位信息的导线罢了。前面提到过的滤光器、分光器等元件,本质上也同样是逻辑部件,滤光器相当于指定一个光X,然后对所有输入的光Y,输出X和Y的“逻辑与”,而分光器也就是可以把指定的几位拆出来。所以我们最终发现,本作真的就是给数字逻辑电路套了个皮而已。 好巧不巧,我前段时间还就刚玩过另一款以逻辑电路为核心的游戏,是《Last Call BBS》里的ChipWizard™ Professional。是的,我知道那款游戏出得比本作晚几年,但是还是可以比较一下。两个游戏的核心玩法都是在“晶体管”级别制造逻辑电路,然而两者最本质的区别就在于“有向性”:本作中,激光仍然是一种有向的介质,有明确的入射和出射的方向,而在ChipWizard中,无论是金属还是半导体介质,都是无向的,电会像水一样“填满”所有可以“填满”的地方(也就是说,和高电平介质之间存在通路的介质,都会变成高电平)。后者的特性就引入了一些十分有趣的限制,而前者就显得更按部就班一点了。 两个游戏在谜题设计上也有区别。在游玩本作时,我感觉本作还是有点太依赖逻辑电路的理论了,而没有太多地尝试设计一些独特的任务。42个关卡中,前期有10个关卡是造各种各样的逻辑门,最后还有2个关卡是做串行加法器和减法器,我只能说,既然图灵完备,那这些东西都是显然可以做的,但是设计成游戏关卡,我感觉就是把已经发展好的理论“借用”了过来,而没有太多自己的发挥,有点讨巧了。 ChipWizard里虽然也有造逻辑门的关卡,但不多,而且那款游戏通过机制和空间上的限制来迫使玩家进行底层优化,体现出了自己的特点,具体可以参看我对那款游戏的评测。而本作在空间上也有类似的限制:除了最开始的几个教程关,每个关卡都有“优化挑战”,绝大多数都是对空间(包围所有元件的最小矩形面积)进行限制,然而这个限制并不紧,在大多数情况下,我的第一个解法就能达到甚至超越挑战的目标,由于本作也没有Z社游戏那样的全网排行,所以我自然也不会想要继续优化下去了。 不过,我也承认本作中有一些任务是比较有意思的,比如第35关:Triangle,那个优化目标给我看傻眼了,最后也真的是逼出来了一个很优美的答案。但综合来说,这种高光还是比较少,而且就连这也完全是由逻辑电路本身的复杂性产生的,而不是由本作独有的设计产生的。大多数时候,要么只要稍微注意一下,就能完成优化目标,要么也是一次就能想到一个能过的思路,优化只是要设法把同样的逻辑塞在更小的空间当中,而不是重新思考更好的逻辑。在这一点上,我必须要说,ChipWizard里的一些谜题虽然优化过程很折磨,但确实在我看来更有趣一些,很多解法确实需要多次优化初始思路才能得到,而不是像本作一样几乎是一目了然。 总的来说,本作是一个藏得实在不深的以逻辑电路为内核的游戏,有一些有意思的部分,造“激光电路”的感觉也蛮独特的,但是也就这样。当成工程模拟/教育向的游戏的话,可以一试。 结论:[b]推荐[/b]。
光を使ったプログラミングゲーム。 出題される問題は論理回路や加算回路等、一般的なプログラミングゲームと大差は無いものの、光を使うことで特定の色だけ通したり、あるいは複数の光を混ぜて別の色にしたりといった要素が加わる。 問題数は42問あり、一部の問題には問題を解くのに使用した空間の広さという実績用目標も設定されている。試行錯誤して最小の組み合わせを探すもよし、気にせず見栄えの良い大きな回路を作るもよし。ただし、広さには30*30の制限があり、基準となる光源も固定されている。
[u]In short:[/u] OCTOPICOM is an entry-level logic game about processing light signals. The game follows the style of Zachtronics, but is much simpler and shallower. Optional optimization challenges are more demanding and account for more than half of my playtime. I found some enjoyment in the game, but since it's marred by bad UI, controls and design decisions I'm having a hard time recommending OCTOPICON at full price. If you like these kinds of games and can stomach a somewhat rocky user experience it's fine to pick up on sale. [u]In long:[/u] As with many light-based games, [b][u]gameplay[/u][/b] revolves around additive colour mixing. You start with a pre-built emitter for white light, some inputs applying colours and outputs. Using mirrors, colour filters and switches you are tasked with transforming the input into the required output. For how many parts crowd your toolbox, your selection of useful components is surprisingly limited. In the end 2 kinds of transistor-like gates (default open with off-switch, default closed with on-switch) and a delay/storage part will do 98% of the heavy lifting in terms of computational logic. The game is cycle-based, but their number is set for each level (usually 64) and distances don't matter. This means you can only optimize for area/components used - speed or efficiency are not a thing the game measures. More often than not you are also not providing general solutions (say for randomized inputs), but rather solutions for one single carefully crafted input sequence, even though it typically covers edge cases to make levels more interesting. In terms of [b][u]level design and difficulty[/u][/b] I'm honestly not too impressed. It took me a grand total of 6.5 hours to solve the game's 42 levels. 16 qualify as tutorial, 16 are fairly easy, and just the last 10 have some moderately advanced challenges. As a veteran of the genre many solutions came quite naturally and immediately to me, usually not even requiring a test run. In fact, much of my initial playtime was spent figuring out the sometimes convoluted rules from their terrible descriptions and the sample outputs, but once you grok those, the solutions were usually easy to implement. The difficulty curve is very gentle and beating a level always gives you access to the next two (a great way to prevent getting stuck on a single level), making this a good entry-level title into the world of computational logic games. Most importantly, it shares the trademark aspect of having some satisfying and elegant solutions. Discovering a way to dramatically simplify a convoluted solution always feels nice. This is why the (optional, only for achievements) optimiziaton goals for the levels turned this game around for me. After beating the game in 6.5 hours I was a lot more negative on it than after spending another 9 hours optimizing all the levels. Sure, suddenly being space-confined often just boiled down to rearranging spread-out components. But when it forced me to really think about mechanics and to find new and simpler approaches, it added some of the spice and enjoyable magic of iterative design I had been missing so far. Two levels even ended up having some interesting non-obvious conceptual challenges. The [b][u]presentation[/u][/b] is very lackluster, below being merely functional. This is not even "developer art", it's just straight-up "no art". Menu buttons are coloured rectangles. The components are grey on grey to the point where it inhibits visual clarity and leads to errors. It is hard to tell the orientation of the most common components, switches (black rectangles with 3 tiny nubs) and mirrors (half light, half dark grey). At least you can freely zoom in to fix problems. Sound effects boil down to 7 electronic beeps. The background music consists of 8 royalty-free tracks. They are not strictly bad, but just way too animated for a logic game. I turned off the music maybe 2 minutes into the game because I couldn't think straight. The [b][u]UI and controls[/u][/b] are generally poor. Tooltips and level tasks are not very clear and sometimes misleading. Expected outputs are not shown by default, but require clicking a strange "G" button. Some crucial features are never tutorialized at all (like merging beams). Optimization challenges are only shown on the final screen of a level and there is also no indicator whether you've completed them outside of said final screen. There are multiple save slots per level but no in-game way to transfer solutions between them (and thus no way to fork and work iteratively). There are hotkeys for most things but they are not rebindable and some of them are fairly unintuitive. The mouse wheel rotating components goes the "wrong" way for my taste and there is no way to change it. Every component you place is automatically deselected unless you hold Shift to place multiples, which gets old fast (especially considering RMB to clear your selection is so accessible anyway). But not everything is bad - there is a good undo/redo feature and I also like that you can manually step through cycles. It took some getting used to, but I ended up liking the box-select feature with CTRL. If only the levels were bigger so you could take full advantage of this feature during rapid prototyping (the emitter being in the center of the map but only shining one way doesn't help). Reading through the patchnotes the game was in a much worse state at release and some user feedback has already taken off some of the edge (apparently it used to be that most levels showed no expected solution and you were stuck trying to interpret the badly-worded instructions), but there is still a lot more polish this game could have used. On the [b][u]technical side[/u][/b] the best I can say about the game is that it has *very* low resource demands and passable settings. You can separately lower the volumes of sound effects and music. Windowed mode lets you drag the window to the right size, which is then remembered. There's also 2 half-baked simulation settings and a colour-blind mode, which just crudely adds letters to every beam or square of colour. So far this is not great, but I wouldn't mind it as long as the game was perfectly stable. Unfortunately I once had a glitch where it kept showing deleted components, and twice the game crashed on me (no progress lost, it even saved the move that crashed it). Both problems were related to moving groups of objects. In [b][u]conclusion[/u][/b] this is a decent title if you can temper your expectations. It provides a weekend afternoon of light puzzling if you don't mind fighting the interface a bit, and some more if you get into the optimiziaton challenges. This is neither a very long, nor a very deep game, and it is presented crudely and poorly to boot. Even for a 2-man studio this is quite rough stuff. Still, given that I ended up having fun finding elegant solutions, at the usual sale discount of -50% the game feels adequately priced to me. If you are having doubts you might want to check out the demo (either here on Steam or from the game's itch.io page where you can also buy a DRM-free version).
很有趣的光路编程游戏 难度在HRM,7BH和Zachlike中间的感觉
Pretty awful performance, freezes every time I want to place an object or move it from place. Yes my computer is a potato but hey it can run dota, portal 2, paladins, and rocket league, so it's not THAT bad to not be able to run a puzzle programming game. Also the UI is too simple and lacking (feels like a flash game). If you have an old computer like me, go buy a Zachtronics game instead Edit 29/1/2022: Went from a Intel Core 2 Duo E7500 to a Intel Core i3-10100F, and from 4gb ram ddr2 to 16gb ram ddr4 3200 mhz, and the game seems to work well now (most likely it's the CPU that caused the problem). The thumb down is staying tho because a game like this shouldn't requiere a pc upgrade, and 40 levels isn't that much. With some quality of life upgrades it could be deserving of a thumb up tho
A very nice programming game. It doesn't have the polish of a zachtronics game, but delivers on a clean original programming puzzle experience. I was a bit skeptical going in, my experience with 'laser and mirror' puzzle games have been underwhelming. I hope there is a followup at some point, as my remaining levels are running low I am already missing this game. Beware, if you care about it: There is no story, just puzzles (this is a plus for me) I did run into one bug There is no copy and paste or saving sections of your solutions to be dropped into other levels (at least none that I saw). The length of the game is not huge if you are reasonably adept at programming puzzles It may take a bit to get your head around this as a programming game There is a very nice guide available. I found I rarely had to consult it but it was useful when I did; particularly for getting some of the 'optimized' results.
I randomly found this game searching for programming games, because I really love Zachtronics and hacking games, and I LOVE IT. I don't understand why this game is so unknown but I'm gonna recommend it to all my friends x) -The art is very poor hahah and I like it bc I am also an awful artist xd -The level design is very good and the difficulty escalates smoothly. In order to solve the levels u have to understand how logic operands (and, or, not, xor, etc) work, and even if u don't have previous knowledge, this game manages to subliminally teach you that.
Decent puzzle game, which could be good with a lot of polish. UI is VERY clunky, presentation is bland, and the puzzles are interesting but don't seem to build to anything as of yet. This is more of a 3/5 review than a 4.5/5, so if you can't deal with a heavy dose of jank I'd avoid for the time being, but there is some fun to be had.
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