SteamCritique
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Omega CrafterOmega Crafter
programmer's worst nightmare
19 votes funny
programmer's worst nightmare
19 votes funny
loop: • • try: • • • stay with me forever • • if it fails: • • • i'll kick u
8 votes funny
I expected a Autonauts in 3D with that game, a nice automation game where I can code my little helpers. But in the end, it's more of an exploration game. Now, I like exploring in games as well, but it's really badly done in that one. Once you beat the first boss, you unlock a bunch of buildings which requires parts you've never heard of. And where to get those parts ? No idea, nothing in the game tells you where to go, what to search for, etc. In the end, I finally reached another biome, only to get one-shot by the first mob I came across because nothing told me I was underleveled. Another problem with exploring is that the game gives you no tools but a glider. But you have to craft that glider, with feathers. Where to get those ? No idea, like I said, nothing tells you where to find what you're looking for. And that problem of no tools is also really annoying when there's a lot of water around but no way to cross it. No boat, raft,... and you can't even swim across because swimming drains your stamina faster than a group of succubi. On the good side, coding your little helpers is neat, although you need a teeny tiny bit of coding experience to do so. In conclusion, the game had potential, but it's just not fun. Just moving around the world is a pain and the lack of guidance is the biggest problem. I really hope that game can be improved in the future but as it is, it's a hard pass for me.
6 votes funny
"AI Programming Simulator 2024" It's Palworld without the Pokemon Gameplay. Mediocre gameplay and combat, but city-building and micromanagement of your bots are fun. Game feels cozy yet lacking, but its pretty much what you would expect in an early access game.
6 votes funny
mmmmmmmmm hell no. don't have the building places to work with only gave you a hand full of crip to work with. don't get me started on the combat part this is on of thow's game that you buy at the goodwill.
4 votes funny
This game is inspired by Valheim, it has a lot of the same mechanics such as: bosses, information stones in the wilderness and even some of the mobs. It also has the visual style of Palworld, but I don't think that was intentional. The world of this game is bland and honestly boring. Unlike Valheim where the world feels like a character in itself, this world is full of nothing. Valheim feels like you were dropped INTO a world and have to survive, this world feels like it was CREATED FOR YOU to survive. It's a small difference but anyone who plays the game should understand what I mean. My main issue with the game though, is the coding. The coding language is akin to Scratch, its a drag-and-drop language where you use code blocks to create code. The language isn't bad by any means, and is actually a great choice for anyone to jump into; whether you're a beginner or work as a programmer. My issue with the coding language is how LIMITED IT IS. When I brought this game I was hoping that the coding aspect would change the gameplay completely, allowing me to bend the world to my whim. It doesn't. For example lets say I wanted to create an army of tree felling fiends to destroy every tree in a 100ft radius of my base, for easier building. I can't do that. What about a military unit that patrols the area and fights off monsters, nope can't do that either. The game doesn't give you the tools to create what YOU want to, it gives you the tools to create what THE GAME wants you to. Because of this the programmable helpers are nothing more than a conveyor belt with extra steps. They can harvest, build tools or plant crops for you and then also store stuff, and that's really it. At that point I don't even understand what the point of adding the coding into the game was if it's basically useless. I want to be able to create an army of helpers that destroy my foes, I want to create a convoy that transports wares between my towns, I want builders that I can program to create entire cities, I want to code shopkeepers who trade items for currency. If we were given the tools that allow for more freedom instead of just glorified conveyor belts this game could become one that has near endless replay-ability. However as it stands now, the game isn't worth anyone's money. If you read this and think "it still sounds like fun" then buy it, but to everyone else I would say give it a few months or maybe even years and see how it is then. 4/10
4 votes funny
Feels like Craftopia had a baby with Palworld and Valheim. It's cute, it's interesting, kinda similar, but also different. The game has potential to be something pretty awesome. Devs, don't let me down, I believe in you!
3 votes funny
As of this date, I would avoid this one. The short tutorial shows you a few things that your default pal, or grammi, can do. But it gives no assistance in how to make him do anything else. And I am unable to get any robot besides him to do anything useful at all. For example, there is no indication how to give a robot any kind of tool, or even if that is necessary. The scripting system constantly wants you to reference a location in the "city" (it isn't a city. it's a campsite), but none of the resources are anywhere near the campsite, so that doesn't help. There are interface issues that are pretty awkward, such as needing to open the main programming interface in order to stop or start a robot (thus blocking your view of the map and of the robot you are focused on). And to interact with a robot at all, you have to be quite close to it, which will not be fun when you have several bots running around that look the same or similar. That's assuming you can get them to do anything in the first place. The skill tree indicates how a skill choice will affect your stats, but there is nowhere to see those stats. Does +1 defense mean a 50% gain or a 1% gain? It's a mystery. The discussion board has not been a good resource. There are not enough posters. There are, though, quite a few programmers there complaining about how the programming system is too simple or restrictive. They don't seem to realize the target audience is gamers, not programmers. Looking at the possibilities of what the system could potentialy do, I think those people are wrong. But then again, I can't even figure out how to get started and don't want to waste more free time on the attempt. I will try to remember to revisit this review if improvements are made.
3 votes funny
i want a refund
3 votes funny
called my robot "Gooner" programmed him to run around attacking everything while yelling horny shit 10/10
3 votes funny
Sometimes you think that the developers make games with their heads under their arms; - this game is such a game! Unnecessary and indifferent game. Don't waste your time, life has much more to offer.
2 votes funny
The short of my thoughts is that this game is just too early access for me. I think it needs another year or two to be fleshed out. What do you people like to read, nice things first then constructive criticisms? Okay. The coding aspect of the buddy system and crafting system is a unique concept I have never seen before. Coming up with an original idea these days is rare and should be respected. I enjoy that you are meant to feel close to your little computer program guy. It makes the game feel cozy and not just about hackin' and slashin'. That's where my nice things end sadly. where the game needs improvements: -Entities are generic and have poor AI pathing/combat -Translations need improvement as there are a good number of spelling and grammar errors. (Not game breaking and you still get the point i.e. "You did it! Congratunlation." -I am going to alienate myself here but I play with controller wherever possible. It isn't possible here as I had to bounce back and forth between keyboard and controller every few seconds which I didn't enjoy. -The music feels lifeless. I feel like they could have enlisted someone off of Fiverr to do a decent job but instead went with whoever in the team has the slightest grasp of FruityLoops. -Mapping. What happened here? I remember back in the RPG Maker 3 days where you could design your own map and if you tried to put hills sometimes they would end up like these big pointy, untraversable, spires. There a re a good few of these which makes me feel like the Devs didn't do a walk through of their own map. I hope I am wrong. Conclusion: I think while the Devs are both of a foreign language and are amateurs in game creation, they have a great idea here and I think with more effort and using the money from sales to hire on some developed talent, they can make something really outstanding here in a couple years. I'll leave comments open to hear what you think.
2 votes funny
It's not laggy, I also encountered no bugs, runs smoothly on max settings, but that's it. Pro: 1. The automation menu is very intuitive and nicely layouted, starting and stopping a bot or you companion is well handled. Cons: 1. Very basic graphics, washed out textures. While it does seem stylized, it comes across as outdated and bad. 2. Combat is a joke, you swing and you hit. Then mobs start circling around, trying to pathfind you. Blocking is not smooth. Bow controls simply suck, it feels very bad. 3. Content is VERY lacking. It is way too basic. 4. MAJOR CON: Skills. There is literally NOTHING. Someone came up with these in 3 minutes and called it a day. It even worse than Craftopia on EA release and that's really saying something. 5. Everything seems pointless. If you have $20+ bucks to spare get Palworld if you want pet farming or Enshrouded if you want open world survival crafting. This game here is worth at max $5.
2 votes funny
TLDR: Omega Crafter is a charming early access game that trades typical gaming intensity for creativity and camaraderie. With a focus on building, exploring, and automating tasks with a sidekick named "Grammi," it's a cozy, communal experience that feels like hanging out on your favorite couch spot. It’s especially fun with friends, making it a refreshing change from the usual competitive games. Wow, Omega Crafter! Just when I thought games were all about who's the quickest or the strongest, along comes this gem that flips the script. I’ve only clocked a bit over an hour on this early access title, and I'm already hooked. It’s like finding that cozy spot on your couch that feels just right. So, what’s the big deal? Omega Crafter throws you into this quirky world that's kinda under attack, but not in the way you’d expect. It's all about building, exploring, and, best of all, hanging out with your "Grammi" - think of it as your sidekick who’s down for whatever crazy plan you’ve got in your head. And yes, you can program them to do almost anything. Want a dance partner? Done. Need help chopping down trees? They’ve got you. Playing this game feels different. I mean, I love a good competitive match as much as the next person, but Omega Crafter? It’s like coming home after a long day. It’s chill, it makes you think, and it's a blast, especially when you rope in some friends to join the madness. You’re not just playing; you’re creating, laughing, and sometimes just watching in awe as your little programmed buddies do their thing. Building your own city is as cool as it sounds. You find all sorts of materials and then get creative. And with the Grammi’s help, you can automate stuff, which feels like you’re managing your own little world. And the best part? You can bring your friends along for the ride. Whether you’re teaming up to take down a tough monster or just hanging out and building together, it’s a whole lot of fun to share the experience. Long story short, Omega Crafter is a gem. It’s not just about surviving; it’s about creating, exploring, and having a good time with friends. It makes you feel good, like you’ve actually accomplished something fun and worthwhile. If you’re looking for a game that’s a break from the usual, definitely give this one a try. You might just get hooked like I did.
2 votes funny
Unintentionally a *perfect* game on steamdeck. Three tweaks: * limit max TDP to single digits (to save power - game runs great) * change right touchpad to be "as mouse" with mouse "left click" because in a very few places the default controller bindings are meh.
1 votes funny
Ok... this I was not expecting. This game sat in my wishlist for a bit waiting for a sale. I randomly picked it up with a few other ones that are on sale this morning. This is actually really quite good... and still in early access, which means a lot to come! The premise of the game is mainly base building, gearing up for adventure, and combatting bosses. There's also little dungeons and things around, and a variety of enemies to run into. You can build out your city tiles to make it larger and larger, and you can equip your city with these automated workers. You also have a dedicated Buddy worker that follows you around. For all of the workers, you can program them to have them do stuff. So for example, you can program a buddy in your town to make items. Maybe you want him to craft wood into arrows or bark. So you set up his program and run it, and he does that. The programming interface is pretty nifty, though I mean there could be tweaks and improvements here and there but it's mostly first year programmer stuff. Your basic logical programs. If/Then, Do While, If Exist conditions, blah blah... but it doesn't ask you to type it, it has a kind of selection menu where you piece together your code. In the spots where you need an item name, like for example If Exist Wood or something, you just click on it and select from all the available items in the game essentially until you find wood log. And you can make the programs more complex too, so for example if you know how to do some very basic programming, you can set up priority tasks and backup tasks, all kinds of stuff. The combat very much reminds me of Palworld, but you don't really get to pick your buddy. You just have the one. You do level up, and both you and your buddy get skill points that you assign into the ability trees in things like attack and defense, or for your character stamina, etc. The colors in the game are vibrant and bright, the music is... its ok. It's somewhat soothing I guess, which makes it feel a little bit too chill for my taste but that's how they have it set up. The combat is pretty snappy. Range can have a degree of jank, but I mean that's kind of part and parcel with this type of game. Bow and arrows are a bit silly... I think the range is like 5 feet before the arrow hits the ground, lol. But I mean it works, and it's fun. Combat is somewhat deadly too... if you die you drop a death chest of everything from your inventory, but not items from your equipped set or your hotbar. This is cool because it means as long as you keep your key stuff on your hotbar, you resurrect with your weapons and armor and hotbar stuff, but need to go collect your other inventory items. It's a fair system. I saw some other comments say they are playing this on steam deck even though it has not rating currently, but I'm super excited to try that. I mostly played with K&M today but I can tell this would work great with gamepad. So hopefully works out well on steam deck, because this is a great little game for that, especially with the drag/drop nature of the programming interface. I will keep on playing this, and I'm super excited to see where they go through the rest of early access.
1 votes funny
I've been playing exclusively on Steam Deck and I'm loving this game. Many reviews are comparing it to Valheim but I have over 300 hours in Valheim and Omega Crafter's only real similarities are the biomes increase in difficulty the farther you get from the starting area and they're both 3D open world survival games. Every game with biomes has increased difficulty the farther you travel from the starting biome, especially open world survival craft games so you might as well compare it to Don't Starve, Outward, Terraria, Subnautica, Core Keeper, or any of the other 100s of games that do this. But I wouldn't because Omega Crafter is its own game with its own charm. What I enjoy: - The grind feels just about right. It's grindy enough that you can't rush the game but not so grindy that it feels tedious. - The combat is decent. It's better with a controller but a bit cumbersome with mouse and keyboard. - It's pretty cozy for the genre. No starvation bar or thirst meter, no wannabe "souls-like" combat that reduces combat to a rhythm game, and enemies can't destroy your structures and negate all of your hard work. I love it because there are other games in my library if I want those mechanics and a more cozy survival game is what I was looking for. - The automation using robots is a fun take on the genre and they work amazingly well if you don't clutter their pathways. - Unlocking portals makes travelling much simpler. - It's a very pretty game and I love the look of the biomes. Things that could be improved: - I built a house but you can't set your bed as your respawn point or sleep there. Your respawn point is the campfire that you can build right from the start of the game. It's also where you sleep. It's a minor gripe but it's a bit immersion breaking. I would prefer respawn and sleeping points to include cots and increasingly elaborate beds so I have a reason to build a house or multiple houses. - There are currently no NPCs and some items become pretty useless as you progress. Sure, you unlock a machine that allows you to destroy unneeded items but NPC shopkeepers that buy and sell items would add another layer of immersion. - This is entirely a "me problem" and an extremely minor inconvenience, since Omega Crafter is in early access and not Deck verified, but something I'm hoping gets fixed eventually. The controller doesn't work for the radial menu when my Deck is docked, which is how I prefer to play so I've been using a USB mouse and keyboard. It's definitely not a deal breaker for me and something I wouldn't give a negative review over even if the game were verified. But I thought it was worth mentioning. So that's how I feel about the current state of Omega Crafter. I'm enjoying the game for what it is and having fun playing. I think the only way the devs can screw this up is by trying to please the try hards who want "Valheim with robots". I hope those people go play something else and let Omega Crafter be its own wonderful thing that it's shaping up to be.
1 votes funny
This game has potential. But it isn't hitting it. Too many 'small' problems for it to be enjoyable. Overview: The instructions are extremely vague, and a great amount of trial and error is necessary to figure out what you are doing. Once you start to get the hang of the controls, the game starts bugging out. Your storage bins are suddenly full of repeat items and you cannot get them out, the weapon you just made duplicates itself and leaves your bag full to prevent picking up new items (refer to storage bin issue, and you can see that there is NO ability to collect any crafting items, as you cannot empty your bag or storage bin). Thus, you are forced to delete the entire game and start over. The mechanics of the game are simple, but the interface is not. Example: To hunt a deer, you need to collect mats to make a bow, then more mats to make a woodworking station, then more mats to make one arrow, then more to make a second. Then you hunt a deer that runs and use up your two arrows. Which puts you back to the start to repeat the process. The robots are interesting, but the command structure gets overcomplicated and deluded; example: having a robot assistant forage requires multiple commands, locations, etc. Then the robot stands in place with an icon that states 'unable to locate resource', you literally have to go stand next to the resource, which defeats the purpose of an assistant (which again, comes down to trial and error, as the instructions are minimal and yet convoluted). This game is early access, and hopefully in a year or two the devs will sort the bugs, make the controls easier, program the assistants to be more useful, require less of the multiple unnecessary steps to craft, add a tutorial, and smooth this game so that it is playable. Games are meant to be enjoyed, This game was not enjoyable.
1 votes funny
Not bad-ish: + Micromanagement is fun + Can automate almost all the grind + Settlement building feels kinda like factory building - routes optimization etc + Coding your own NPC - Horrible visual style of enemies - Really tiny amount of decorative / construction blocks - Bad snapping system when trying to build any things - Enemies are boring to fight with - Fighting is really trivial - To many concepts taken from Valheim If in the future visual aspects + building system will be improved, would be great, but as for the current state of the game - really hard to pick between positive and negative comment.
1 votes funny
Omega Crafter is an engrossing experience for those who revel in intricacy and creativity within a gaming environment. The standout feature of the game is undoubtedly the programming of the Grammi, an innovative AI companion that assists players in crafting complex items and managing intricate production lines. This system is a marvel of game design, combining intuitive interface elements with deep, programmable functions that engage players in learning and mastering real-world programming concepts. The Grammi's ability to execute sequences of tasks not only enriches gameplay but also educates, making "Omega Crafter" a perfect blend of entertainment and intellectual challenge. The game's vivid graphics and responsive mechanics further complement the high-level programming capabilities, ensuring a thoroughly satisfying crafting and strategic planning experience.
1 votes funny
The game currently has about 20 hours of content, while it's enjoyable and you're left wanting more..... you're left wanting more. I understand that the current development cycles of these games behave like this to raise income earlier in the development, but this feels like another project that could fizzle out before it's completion which would be very disappointing. I think there are a lot of tweaks that need to be made to the crafting and coding system to make it a bit faster. While the coding is extremely cool once you start to understand it, there seems to be some limitation in creating more than one sequence of events for your little slaves to do. You can set them to do one thing, There also needs to be more options for gear. Right now it's basically a cycle of do said zone, collect gear from zone, craft gear for that zone, beat that zone, enter new zone where old gear is useless and repeat cycle. The gear is pretty linear with only two real options (no ultra rare or rare gear options) which feels really lackluster with the existing rpg elements. All things said, it's a fun game, but has lots of room for improvement.
1 votes funny
This game is un-optimized, there is no proper direction, extremely boring and uneventful, the graphics are choppy, and there is absolutely no fluidity. I highly suggest that you do not buy this game.
1 votes funny
In it's current state the game is overpriced, ---1. weapons act the same despite their looks and same can be said for the enemies, no matter if its a giant snake, wolf, turtle or goblin they will rush you, hit you, and then circle around to hit you again unless they have a ranged attack in which case they just lob rocks or "poison" that does nothing different to the rock except look different, which makes combat just hit with weapon that does the most damage until you or the mob dies and you will rarely die unless there's a lot of them especially since the grammi that follows you can easily fight off any mob. ---2.There is little reason to explore as every tower, monster camp, and dungeon is copy pasted and biomes don't vary to much, ---3.Now for the selling point and what made me interested in the game the grammi, what they can actually do is limited, if you understand a basic coding you can turn them into an assembly line for any item you need and thats pretty much it, the one that follows you is bigger and can fight but you can't tell it how you want it to fight. ---I think the best way to sum up the issue with this game the lack of personality, everything acts the same with the only difference being a simple color/model swap. If you're looking for a survival game that let you use creatures to build a base I would rather recommend palworld. -- 4/5-- I discovered that the enemies are all unity assets that can be found on either unity asset store or the company's website Meshtint either as separate purchases for around 20 USD or as packs for little over 100-200 USD. The first I found were the dark fantasy creature a pack and forest creature pack. Wolf, boar, deer, treant boss, and great orc boss are from a publisher called blink. The skeleton king is made by bitgem. Goblin with a slingshot is made by hit 8/28 Ninja Assassian From Sou Chen Ki
1 votes funny
babys first coding project
1 votes funny
Meh. I give it a recommended because I think it will be good in the future, but if you don't like incomplete early access games then wait a bit. If you look at the video for the game you see all these complicated cities and stuff going in. Unless you get more programming commands as you advance I'm not sure how you would do all this. Right now I"m a 'master programmer'. Open Window <100%> Drag Icons <100%> Don't drool on keyboard <58%> Yep, I'm a master programmer. It's not that the programming setup is bad. It's just that, when you take out all the conditionals and looping, there's really nothing you can do. For example Loop Start Cut down tree until it falls down End Loop OK. What if I want to cut down the tree, pick up the stuff, and move it? There's no commands to tell the the bot thing to go to a specific location other than a field - which is an area where planting tiles are laid down. So, most of the time, the guy just stands there and complains he cant find any trees. I can't say - go to 100,100 (camp center relative) and look for trees. I have to lead the guy there. So, while I don't have to chop the trees, I have to take the guy there and stand and watch. It's like a road construction supervisor simulator. I stand there and watch the other guy do the work. I haven't found the coffee yet though. As for the 'fields'. OK. I figured it out. You place planting plots on top of the village tiles. Got it. I set up a 'super program' to tell the guy to go get a seed from the box and plant it. RUN PROGRAM! I'm automating now... wait. The guy is stuck on my campfire. I have to go nudge him so he can walk to the plot. OK he's planting. Coming back and ... stuck on the camp fire. How do I move the camp fire? I can destroy it but what if I want to move it? Looks like I can't. Ugh. Yeah, it's early access but the videos show these amazing automated cities and I can't figure out how, based on the command set, you would get this. I can 'automate' building things if the chests are filled correctly by telling a bot to make something at a table by getting materials from chest a, making the item, and putting it into chest b. However, there's no way for me to control filling it with materials. Like I said, if the granny (grammi) isn't led by the nose to a tree it just stands there and complains. And then, when it cuts down the tree it moves on to the next. I have to pick up the wood. There's a 'pick up' command, but since the bot has to be right there I can't assign another guy to go out and pick them up. Then, there seems to be no way to tell the bot to take the stuff that was picked up and go put it in a box. For other things, like making tiles to expand the village, you have to do that from your build menu so it doesn't seem to be automatable. It would be nice to be able to set up a granny bot to go look for and chop down trees, then pick up the logs and bring them back and put in a chest. As I mentioned earlier, there's not location commands other than 'field' so you can't tell them to roam an area and pick up dropped stuff. It's like manual automation. As long as you manually lead the bot to the right place, it will do an automated job. As long as you bring the resources and put them in a box, a bot will do it's automated job. Maybe I'm missing something. Maybe it's coming later on. But right now I can't figure out how to do anything completely automated that will let me go off adventuring while work gets done. I have to be there to handhold the whole time. The 'programming language' is best described as meh-- Nothing interesting and nothing really useful. I know. It's for the children so they can learn about programming. When I was a kid we had the Timex/Sinclair 1000 with 2k of ram, no storage, and black and white graphics! AND WE LIKED IT! It's cute and all, but I can't see a 5 year old writing device drivers or code to predict stock market trends after becoming a master programmer. "Good job little budyd. You're a programmer!". As for the story... there isn't one yet. I have no idea why I'm there, what I'm supposed to do, or why I should care. (Hey, that rhymes). I have seen a couple of boars, some wolves, trees, rocks berries, mushrooms and that's about it. Am I supposed to look for something? The tutorial was short and very basic and didn't give a single hint as to what your motivations or goals are. Sure, it's early access. Regardless, right now I have no idea what to do so I can't really give any info on this aspect of the game or how good it is since I'm not sure if it's there. Yes, early access. Checks in the mail. Coming soon. Void where prohibited. Batteries required. Some assembly required. All that good stuff. But right now - Meh. Final item - Grammi? Why Grammi? Find a cooler acronym. Saying "I'm building a base with my grammi" sounds like you are a British kid playing in his back yard with his family. "I have me grammy build something and then I ask me mum to move it." How about "(B)asic (A)rtificial (R)obotic (F)riend" or (T)actical (U)se (R)obotic (D)efender. It will most likely be good on final release and it is not a bad game, if a bit empty. IT'S EARLY ACCESS! WHY CAN'T YOU REMEMBER IT'S EARLY ACCESS? I can't really review a game on features that haven't been released yet and the review is supposed to tell you whether or not you should buy it now. If I brought you a 1/2 cooked lasagna and said - it's early access - what would you think. It needs to be cooked more? Then put it back in the oven and call me when it's done. (Assuming you like lasagna. Otherwise you might just dump it over my head and call it a day..
1 votes funny

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