![]() ![]() We Created Open-Ended PuzzlesĪlthough we made a lot of questionable development decisions, the game’s open-ended puzzles are unquestionably the biggest thing we did right without them, SpaceChem would not be SpaceChem! Believe it or not, it’s actually harder! What Went Right 1. The Codex of Alchemical Engineering, the predecessor to SpaceChem. I started developing the game in my spare time with a coworker from my day job, eventually growing the team to seven people before shipping SpaceChem. The idea evolved over the next six months, picking up a cosmic horror story with boss battles in the process. ![]() Thinking back to the idea for a chemistry-inspired Codex sequel, it occurred to me to combine the low-level manipulations of the Codex with a high-level pipeline construction mechanic. Despite this, making immediate sequels is not in my nature, so I set the idea aside and moved on.Ībout a year later I visited Gas Works Park in Seattle and was inspired by its derelict chemical processing pipeline. Since Codex was already a simplified model of molecular bonding, expanding into chemistry proper would provide more mechanics (such as multiple bonds between atoms) and puzzles (different compounds, from simple ones like water to more complicated ones like benzene). Shortly after releasing The Codex of Alchemical Engineering, a Flash game about building machines that create and transform alchemical compounds, I started thinking about a chemistry-themed sequel. ![]()
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