Nubby's Number Factory

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Добро пожаловать в Nubby's Number Factory! Твоя единственная задача - это создавать большие числа, чтобы ты мог создавать ещё более большие числа, и чтобы ты мог создавать ещё более БОЛЬШИЕ числа!

В этом рогалике, похожем на игру плинко, ты будешь запускать своего сферического друга, Набби, вниз по доске с шариками, чтобы насчитывать всё более большие числа. Однако, не всё так просто. ты всё ещё стажёр на этом предприятии, а это значит, что тебе нужно выполнить свою производственную квоту. Чтобы повысить ставки, твоя работа на фабрике чисел непосредственно отвечает за сохранение целостности ткани пространства и времени. Один промах может привести к тому, что солнце мгновенно взорвётся.

К счастью, ты можешь увеличить получаемые числа, используя магические силы более 50-ти уникальных предметов. Ты можешь использовать их для создания разнообразных и креативных решений, чтобы превзойти свою постоянно растущую производственную квоту. Почувствуй этот сладкий всплеск дофамина, когда компоненты фабрики синергизируются, чтобы сделать огромные числа!

Казуальные игрыСтратегииИнди

Системные требования

Минимальные

  • Нужны 64-битные процессор и операционная система
  • ОС: Windows
  • Процессор: 64 bit processor
  • Оперативная память: 4 ГБ ОЗУ

Рекомендуемые

  • Нужны 64-битные процессор и операционная система

Отзывы

Steam · Overwhelmingly Positive

Все отзывы в Steam

19 229 положительных из 19 768 отзывов

39

Игрок 3039Рекомендует7 ч в игре

The contemptuous Nubby foils my attempts to create bigger numbers, my wings of wax melt under his suffocating radiance. So, I put the Prince of Purple Putrescence in the suicide vest to punish him. Would recommend it.

29

Игрок 1229Рекомендует1 ч в игре

Nubby’s Number Factory is, ostensibly, a game about dropping a purple spheroid through a field of numbered pegs. This is technically accurate in the same way that describing capitalism as “people exchanging goods” is technically accurate: it conveys the observable activity while completely failing to account for the derangement occurring beneath it. The central achievement of Nubby’s Number Factory is that it takes randomness—a force games usually ask us either to mitigate or endure—and turns it into raw industrial material. At first, you believe you are playing Plinko. You aim Nubby, release him, and watch physics make a series of small decisions on your behalf. A favorable bounce feels like skill; an unfavorable one feels like betrayal. Very quickly, however, the game reveals that the trajectory of this unfortunate little organism is almost beside the point. Your actual task is to construct a system so productive that individual outcomes cease to matter. This is where Nubby becomes genuinely interesting. Its progression is not really about becoming “better” at launching Nubby. It is about moving upward through levels of abstraction. Early on, you care about contact: which peg will he hit, what number will be scored, whether you can squeeze one more collision out of a launch. Later, you care about triggers, then interactions between triggers, then interactions which cause other interactions to trigger. Eventually the pegboard stops looking like a board and begins looking like a diagram of a financial instrument nobody in the room fully understands but everyone agrees is creating tremendous value. Items and perks are the game’s real grammar. Their individual descriptions can sound trivial—something happens after a bounce, a pop, a wall hit, a death—but in combination they form recursive little economies. An effect produces another effect; that effect manipulates the board; the altered board satisfies another condition; another item fires; numbers double; some hideous chain reaction begins operating several conceptual layers removed from the decision that started it. You cease playing the ball and start designing causality. That distinction is crucial, because the game’s dependence on RNG is both its greatest weakness and the source of its most compelling tension. Nubby’s path is capricious. Shops, perks, board states and opportunities are not entirely yours to dictate. There are runs where the game simply declines to hand you the vocabulary necessary to write the sentence you had in mind. This can be infuriating, particularly because the scaling quota eventually stops accepting “pretty good” production and begins demanding exponential obscenity. But the best runs transform that frustration into something almost philosophical. The point is not to abolish chance. The point is to become structurally insensitive to it. A bad build asks, “Where will Nubby land?” A good build asks, “How can I profit regardless?” A transcendent build asks, “Why is Nubby still necessary?” That is the precise moment the game achieves enlightenment. The quota system is consequently more elegant than it first appears. It is not merely a rising score requirement; it is an escalating argument against complacency. Additive thinking eventually becomes inadequate. A strategy which once seemed powerful is revealed as provincial because the game quietly changes the scale on which power must be understood. Hundreds become thousands, thousands become millions, and eventually the nomenclature of large numbers itself starts to feel like an administrative inconvenience. The pleasure is not simply that “number goes up.” It comes from understanding why the number is going up, then constructing a machine that makes the previous order of magnitude look embarrassing. The board-clear and restock systems intensify this beautifully. Clearing everything is not simply tidy play; it rewards total extraction. Surpassing quota does not merely prove success; it feeds the next cycle. Nubby therefore has the peculiar rhythm of an economy that consumes its own abundance to produce even more abundance. Productivity creates resources, resources create infrastructure, infrastructure creates absurd productivity. The factory does not have an end state. It has growth. And naturally, if growth falters, the sun explodes. This is funny because it is stupid. It is also funny because, on some level, the logic is horrifyingly coherent. The game dresses existential stakes in the language of workplace performance: reality itself rests upon an employee meeting an arbitrary numerical target under the supervision of bizarre corporate entities. There is no heroic quest, no sacred bloodline, no metaphysical destiny. The universe persists because quarterly output was satisfactory. The audiovisual presentation understands this contradiction perfectly. Nubby’s Number Factory looks like an educational CD-ROM discovered at a garage sale, installed on a Windows 98 computer, and subsequently revealed to contain forbidden mathematics. Its ugly-beautiful pre-rendered aesthetic, strange faces, crunchy interfaces and nonsensical objects create a world that feels simultaneously juvenile, bureaucratic and faintly cursed. A sleeker presentation would actively damage the game. The amateurishness is not something to look past; it is part of the ontology. This universe should look like it was assembled from clip art by a middle-school computer teacher experiencing revelation. Nubby is not overwhelmingly complicated; its depth is combinatorial. Simple rules contaminate one another until you stop evaluating an item by what it does and start evaluating it by what it permits the rest of your system to become. There are legitimate limitations. Balance can buckle under the strength of certain multiplicative or recursively triggered strategies, and once you understand a sufficiently degenerate engine, some improvisational magic gives way to optimization. Conversely, runs that refuse to offer meaningful synergy can feel less like strategic failure than statistical eviction. Players who need every loss to be cleanly attributable to a mistake may find the game’s relationship with randomness obnoxious rather than stimulating. Yet I am not convinced perfect balance would improve it. Nubby’s Number Factory is at its funniest when it feels slightly irresponsible. Discovering that a harmless collection of junk has accidentally become an engine capable of generating numbers whose names you have never used in ordinary life feels less like executing a designed combo and more like finding an accounting error large enough to destabilize a nation. The possibility of breaking the game is not incidental to its appeal. Breaking the game is, in some sense, the game’s highest form of literacy. For five dollars, this thing has no business being as conceptually complete as it is. It understands escalation, synergy, randomness, feedback loops and player psychology with considerably more precision than its grotesque little interface suggests. More importantly, it understands that the most satisfying power fantasy is not always becoming stronger. Sometimes it is constructing a process so efficient that your own participation becomes ceremonial. At the beginning of a run, I am a worker desperately throwing Nubby at numbers. By the end, I am middle management presiding over an incomprehensible automated apparatus that converts physical law into exponential growth while I watch from a safe distance. I do not know if this is what mathematics was invented for. I am increasingly convinced it was.

87

Игрок 3587Рекомендует6 ч в игре

This game has saved my life. My boyfriend was in a rough spot but when i showed him this game he took off his shirt and started screaming "It's Nubbing time" as he ran around on all fours around the neighborhood. I may be in jail as an accomplice, but i snuck my steam deck in and now i have unlimited nubby time.

52

Игрок 6052Не рекомендует4 ч в игре

Idk how this game is overwhelmingly positive. Maybe I'm stupid. The randomness of the ball is so freaking dumb. Literally it never goes where it should, it purposefully goes no where near it should. I've tried so many combinations and stuff. This game is just dumb. 0/10 super frustrating and annoying.

78

Игрок 0778Рекомендует49 ч в игре

before i found nubby i was lost, broken, gay, and addicted to crack. this game saved my life i will continue to keep nubbin it forever

00

Игрок 6900Рекомендует16 ч в игре

most addicting game ive ever palyed, do not recommend if you have homework doe tomorrow but otherwise PLAY THIS GAME

70

Игрок 8870Рекомендует25 ч в игре

I adore the y2k graphics and overall flavor. I also agree with many of the negative reviews. Game grows old fast and you can just be cucked out of a run first few rounds through a few shops if you get duds. There is a decent amount of builds to work with, so that doesnt grow old TOO fast. Once it does though, you've seen it all. The game lacks replayability long term overall. Alternative Tony's are usually buffs not debuffs so they dont help much with this as well. Challenges make it a bit replayable but more luck based, you get the item/perk combo that cheeses the challenge and you win. Some items are just not good ever, come endgame almost always you will have a list of: 1-2 pop enablers (items that keep popping pegs), 2-3 scalers, 2-3 glue pieces to keep the engine running (Like seal that triggers peg halved effects) A lot of items fall into none of those categories, like giving a finite number of pops per round and just being dead as options, or have their scaling cut off. Many just can't catch up at all after 30-40 which is fine if you want to have an ivory tower design but some items just do NOT work ever. Really needs more player agency for how we shoot affecting our results. Right now there is little strategy for it beyond "Aim for highest/aim for a cubby hole and hope it doesnt fall off" Overall needs some foundational changes to be a great roguelike, but its good as is, just loses charm as you get better.

35

Игрок 4135Рекомендует112 ч в игре

9/10 Very fun and beautifully crafted roguelike-pegglelike. Some of my favorite sound design, fantastic art direction and fun and satisfying gameplay.