In theory, I should then be the ideal reviewer to enjoyShapez 2.
But I’m also the ideal reviewer to tear it apart over the most minor hiccups and defects.
I’m the Anton Ego of factory games.

I don’t like food, I love it.
If I don’t love it, I don’t swallow.
Ah, you needn’t worry.

Life begins at the centre of the world, where a giant, shape-hungry vortex lives.
It wants you to feed it circles.
The vortex is now bored of circles.

So, you connect up a patch of nearby squares.
Now the vortex craves semicircles attached to rectangles.
Now a circle on top of a square.

Now the circle is red and the square is blue.
You get the idea.
There are two big points of differentiation between Shapez 2 and other factory builders.

First is the sandbox nature.
The second is the abstraction of the factory products and goals.
Whether these points of differentiation are appealing or repulsive is entirely subjective.

I’ve no issue with the level of abstraction; in fact, I think it’s very intuitive.
In other games, you have to hover over a circuit board to find out how to make it.
But I don’t think the game goes far enough to replace those problem-solving moments with other quandries.
The game’s tutorials also encourage you to pre-build platforms for a certain purpose.
After that, I could just copy and paste that platform whenever I needed it.
It’s an odd, slightly muddled mixture.
Mostly because the balance seems completely wacky with the costs, anyway.
It feels some rebalancing might be in order here.
But those kinds of minor quibbles are easily forgotten when you’re halfway through a major shape-building project.
It’s a nice touch, at once celebratory and motivational.