Really fun game! I kept worrying the numbered balls would spill out of the tubes. Had a great time playing. And some SFX would make it even better.
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Math Factory: not an educational game's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Innovation | #40 | 3.464 | 3.464 |
| Gameplay | #57 | 3.500 | 3.500 |
| Theme | #161 | 3.179 | 3.179 |
| Overall | #199 | 2.879 | 2.879 |
| Graphics | #276 | 2.643 | 2.643 |
| Audio | #432 | 1.607 | 1.607 |
Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Nice game! It got me thinking about the best way to increase my numbers quickly, mostly by adding first then multiplying to get a big score. I was pretty consistently able to score 3-4k points by level 3 so the score to pass the levels seemed a bit low in my opinion.
I also wasn't sure what use the multiple sources were, I mostly used one each level and tried to bulk it up to the max. If there was a way to merge paths (two paths go in, one goes out) I would have used them more. The one time I used them was to add 'pressure' to my high numbers from behind by routing the unused sources into the path I made so all the produced numbers would push the rest, so that was pretty interesting!
This was very fun and satisfying to play. Great job!
Cute game - it's a clever idea that you slowly earn points on the design phase that lets you buy more pieces. It's seem like there's some idea of creating loops on the design phase to increase the numbers before the time is up. I'm not sure what I think about this because building the engine and running it felt more satisfying
It could be cool if there was more pieces variety like junctions and conditional parts (maybe there are, I'm currently at the 2nd level).
nice 2D puzzle game! I think a fully fledged tutorial scaling would make it less confusing to start off with but hope you keep devloping this!
Took a little while to understand the mechanics, but once i got going i really enjoyed it. Maybe altering the end point so it only accepted a certain value would make the joining the mathematical operators together more of a puzzle concept. That being said, i was quite proud of scoring 31K on level 7
Neat idea! I had difficulty using the rotating block in any useful way - I used it on exactly one level (which had 2 inputs), and it maybe helped me pump them all through my one path, but I'm not completely sure it increased my throughput as things sometimes ended up flowing the wrong way and such. After that, I mostly just stuck to using a single input and building a big pipeline for it. My scores on the first 3 levels were: 330/1000 (took 2 tries, used rotator)/5700 (using just 1 input). I ended up playing through level 11 or so, had a massive 26K score on level 6. I couldn't figure out how the numbers' velocity worked, one time I had a hundred nodes approaching 4K after the last multiplier, sitting completely still on my pipe, not a single one making it to the end (total score was only like 3K :D). I liked in the later levels needing to figure out a way to get a little income in order to start building my actual plan.
One thing the game definitely doesn't have is careful tuning. Submitted 10 minutes before the deadline and I didn't realize I wouldn't be able to make changes afterwards of course the alternative would be not submitting at all oh well. I think the rotator is potentially useful in the situation where there's so many adders and multipliers there's no hope of snaking a path through all of them in which case you would have two paths or more and then they use the rotator to combine the various inputs. This would happen right at the end. However due to the previous comment I have not had a chance to play test whether or not the cost of the rotator outweighs the benefit here. Certainly it might depend on the stage which actually is a sign of good design I think. If it doesn't ever, then bad design. ha!
I've already fixed a number of bugs, But I'm resisting really getting in there too deeply while it's still in frozen mode for the jam so that I can integrate useful comments like yours holistically rather than being pulled one direction than the other as different points are brought up. Such as: some people don't like the mechanic where you have fewer and fewer pipes to build with later on.
I thought having less pipes and having to boot-strap to buying stuff was interesting, but on reflection, I'm not completely sure the game is better for it, as it just takes time away from doing what you actually want to be doing on a level. On the other hand, having a little scarcity is probably good, I did like being rewarded with a feeling of "now I can build absolutely anything" once I got my income stream built up, whereas on the first levels I sometimes ran into a "oh, I don't quite have enough pipes to build what I'm trying to build, and have no money" situation, and the scarcity forced me (in later levels) to find a workaround for that problem... so, maybe I've argued myself back into thinking it's a good thing, hah! Anyway, just some more vague feedback to (not?) help you decide what to do =).
I think the scarcity probably works better if you have more time to work with it. Thus it would make a lot more sense to give you more time on the later levels. As it is it's a challenge to be able to build up enough money quickly enough to be able to do interesting things with it later on in a level that's super scarce . One thing that didn't really come through here very clearly is that it's meant to have a fast and frenetic build phrase followed by a three times more important automated phase where the game runs with whatever layout you have. That's also probably the secret as to why the rotator is useful. As is I think the automated phase is actually super brief .
Cool concept, it kept me playing for a while. I will definitely leave a review. 5/5
Interesting concept! I do think currently the level difficulty curve is not that obvious, maybe is possible to start on a more cleaner and smaller map then slowly expand it level by level? It does seems a bit confusing when first loaded into Level 1.
Just a thought, I think adding sfx and eyes? (we need some numbers characters walking across the screen lol) to the numbers might seems fun. Nice game !
Ironically the design is actually opposite with fewer and fewer free pipes per level. Ie it starts out being like pipe dream, and ends being like factorio.
As for the difficulty curve that was a submission mistake . I put the first version up 10 minutes before the deadline and didn't realize wouldn't be able to submit more tweaks to get the challenge right. I'm glad I left something that is playable though the other alternative might have been to have a difficulty challenge so high you can never get past the 1st level.
This is a solid base for a future more complete game with a lot of potential.
I could definitively see a mode "music maker": everytime a number is modified a specific sound can be played, and since everything is moving in rythme we could have something very interesting.
I didn't get how to merge the roads, so having multiple sources was not very useful on my side ^^'
A lot of people have mentioned that. That's what the rotator is for. You can't truly merge but you can automatically switch back and forth which is roughly the same thing. And clearly that needs to be explained better . Probably the ideal thing would be to have one of the levels featuring one and then you would just see that it could potentially be useful. In any case thanks for pointing that out as the common complaints about it helps me think more carefully about it's importance in the next version .
Cool game! I really like the concept. It just needs some difficulty curve and tutorial and it will be perfect in my opinion.
This is a great start. I can see lots of ways to expand it and create that addictive game-loop.
I didn’t understand at all why there would be multiple sources, when there’s only one destination, and no way to merge streams. Unless there is a way to merge them, that I missed?
Played thru level 12. I got to say, this could bear some rebalancing…
Granted, this level was a crazy outlier, but most of them I was finishing with 10-20x the quota.
Had fun playing it, and I love the concept. But really, the only challenge to it is the scarcity of initial pipes as you get to higher levels. And I feel like that would soon just hit a ceiling where it becomes impossible.
YES, and NO. First off thank you for giving me some actual feedback that's very helpful. Second off there is a mechanism for combining its the rotator . 3rd I mistakenly launched it with trivial goals and couldn't replace it because the deadline had passed. So I pivoted to saying this is "sandbox" mode. In the end I'll probably offer both sandbox and realistic thresholds. In order to make the later levels playable I'll almost certainly have to give the players more design time, too.
In any case, impressive score, and thanks for sharing, it give me some idea of what the threshold should be.
I have done a whole bunch of polish, including making it so that hopefully the progression doesn't run into any roadblocks if you're interested in giving it another try I think you will find that it is quite a lot improved over what I had before. Even though the jam is over I'd love to hear your feedback . Sad to say now that the jam is over traffic has come to a complete stop so there's no one to tell me if I've actually made things better or not :-(
Ha, yeah it kind of sucks how we only get players during the time when we can’t make changes. A fundamental design flaw of the universe :D
It’s looking really good now. The previous version isn’t fresh in memory anymore but I do recall it needed audio, and that’s definitely not a problem anymore, sounds great!
The score balancing felt a lot more natural this time. Bearing in mind I already knew what to do, and am a math nerd to boot, so it might actually be too strict now. Or maybe spot on.
1: 311/150
2: 608/300
3: 1602/1111
4: (478/1400) (882/1400) 1616/1400
5: (2654/3000)
But a problem! On level 5, I tried using a rotator tile for the first time and it crashed. Found this in the log:
[sound] music started (xfade): dstechnician-psykick-112469~xf5~ls0~fi2~fo4.webm xf=5s ls=0s fi=2s fo=4s ctx=running t=897937.6ms
mathfactory.min.js:1 [spawn] STRAND reassign id=1 v=1 dist=80.0 xy=418,448
mathfactory.min.js:1 [spawn] STRAND reassign id=3 v=1 dist=93.3 xy=370,448
mathfactory.min.js:1 [input] Bought pipe FLIPS for (6,3) cost=150
mathfactory.min.js:1 [UNCAUGHT ERROR] Uncaught TypeError: Cannot read properties of null (reading 'dx') (https://html-classic.itch.zone/html/17802223/mathfactory.min.js:1:34947)
(anonymous) @ mathfactory.min.js:1Understand this error
mathfactory.min.js:1 Uncaught TypeError: Cannot read properties of null (reading 'dx')
at s (mathfactory.min.js:1:34947)
at r (mathfactory.min.js:1:35841)
at window.updateNumbers (mathfactory.min.js:1:40821)
at t (mathfactory.min.js:1:85091)
Fixed it! Thank goodness I forgot to remove logging from the project before upload.
your progression sounds about right. No idea how hard to pitch it, but starting to have to think by level 4 is pretty much my goal . So at least I'm doing what I wanted. Very much appreciate your response, score tallies, and bug report! If you are feeling generous, a review on the game's page would surely help it go from 0 views a day to... 0.25?
I like puzzles games. This is a different puzzle game. It's unique!!
Yeah, this is really a mental challenge. I think that's how it should be. It's like a sandbox-style math puzzle. It's an innovative idea with a lot of potential.
This was a fun math game, relaxing, I can imagine playing it to turn of my brain after work :) or stimulate my brain before work hihi :) It took me a few game plays to figure out how to move the parts, not realizing I can just grab them and move them where ever I want :) I was originaly moving each one just by one square :) To move it around freely had speed up the process and made it more fun. Good job!
Cool addicting idea, some music, sfx and polish would make this standout more, nonetheless, enjoyed the gameplay, good job!
Thank you. I absolutely agree on all of your points and if I'd had more than 10 minutes to spare I might have tried to implement at least one of them, probably to disastrous effect . I'm actually amazed that I managed to get decently balanced for the deadline . Whew. in any case as soon as the freeze is over I plan to add all of those things.
The puzzles hit a nice difficulty balance, the visuals are super satisfying to watch, and the core loop is solid. The only thing holding it back is the complete lack of audio. Even simple SFX or a looping track would elevate it significantly.





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