I was hamstrung by the lack of pieces.
Lack of pieces is the point of their puzzles. To produce something workable under severe constraints and make it better than everyone else's under same constraints. If that's something you do not like - and I expect many don't - the game is not for you.
Its not that. Well, partially. Its more that its a puzzle with exactly one solution.
You remember how Portal was so good because it said "here's a room, there's the exit, go?" and some people found shortcuts or would do things slightly differently? Remember how Portal 2
didn't have that?
That's why I don't like Space Chem (etc).
I had to work really god damn hard to solve a puzzle in Portal 2 in an alternative manner.
http://steamcommunity.com/sharedfiles/filedetails/?id=14770601It's a fair ways in, if I recall. That was the first one I managed to solve without all the pieces I was given (the task was "get the cube on the other side of the barrier." Note that both portals are back there too, meaning I did it from this side). If the puzzle had been set up with this solution as the intended one, I'd have quit the game. Not because it was too hard, but because it required that I divine exactly what the developers were thinking and execute it with no room for error.
I'm really enjoying Talos Principle, many
many of its puzzles have alternate solutions. It is in fact through figuring out some of those alternatives that you get to collect the stars needed to unlock some extra areas. Many times these stars are put out in plain view and taunt you to figure out how to solve the puzzle again using one fewer device, so you can carry it forward to unlock an extra door or jump over a wall.
Or to get the item outside of the puzzle all together.
The only "flaw" I see with the game is its hint system. While cleverly structured into the game, the number of hints you get is 3. Total. There are
49 puzzles that give you red colored tetris bits (the hardest ones to solve, excepting the areas accessible via the stars). I found three I was having trouble with before I even unlocked my first hint. Admittedly in one case I had forgotten the puzzle's title ("Deception") and was fooled. In the other two cases it was due to not having discovered a particular mechanic (placing boxes on top of roaming drones that explode and kill you if you get close) and having not-seen a door at long range that held what I needed behind it (I opened it by accident at one point, just at the right time, for a drone to come out and blow up a sentry turret, solving my problem).
Anyway. I'm not trying to say that TIS-100 is a bad game, I'm just explaining why I don't like that dev's stuff. They're good games, I just don't like them because I want a touch more freedom to experiment. Let me half-ass it now and later on make it important that it be perfect so I can come back and analyze how to make what I did better. Make execution time important, utilizing three or more prior components (in this case, the sort function would be one). Have it so that only one of those three needs to be perfect and the other two just need to function. If I haven't optimized any of the three, I'll have to go back and pick one to improve.
(If you think about it like stars, a 1 star is "complete" and a 3 star is "perfectly optimized." So in this case, out of 9 total stars from the previous solutions, I'd need to have 5 or 6 in order to get the first star for this puzzle. If I've only got 4, I have 3 options open to my in order to get another one).