GROWBOTICS is a Twine game about a fictional product of the same name. A workbench that can craft anything using intangible and abstract ingredients.
If you believe the hype this machine is capable of anything.
At least, that’s what you’ve been told.
Gameplay
We begin by unpacking the workbench. The game involves combining primary “essences” to create secondary ones, both of which can be combined to produce a final product, such as a Surprising Electric Eel. You then choose to create something new, end the game in disappointment, or end feeling satisfied with your creation.
YUCK, try AGAIN | NOT HAPPY but I'M DONE | YAY! I love IT
Except, this ends up being one-dimensional. The hint guide, which I recommend using, lists over 500 combos. I was excited by what was listed- Whale Song, Costume Design, Popular Science Book- only to learn that, aside from having cool icons, what you create is irrelevant to the game’s outcome. In fact, the only choice that makes a difference is when you customize your workspace at the start of the game (see Story).
What’s the point of crafting more complex items? The game gives the impression that your choices matter more than they do, and that’s the source of disappointment. As a result, there is little incentive to experiment which is a shame since I can only imagine the amount of time the author spent putting it all together.
It wouldn’t be so bad if your final creations were preserved instead of discarded. It reminds me of app games that use the similar mechanic of combining elements to make intuitive products (ex. combine two trees to make a forest), icons included. Except, your creations are cataloged so you can keep track of them. In GROWBOTICS, these creations go into the trash if you decide to craft something else.
Implementation
Despite its simplicity, the gameplay can be frustrating. I wish the listed the combinations for your secondary essences because order matters. Otherwise, you have the issue of “did I choose Liquid + Solid or Solid + Liquid?” You can check the hint guide, but this becomes tedious. Initially, I kept playing just to see the icon imagery.
You have reached your maximum quota of 20 secondary essences. Switch mode or reset.
…but this was the final straw that led me to stop playing. To be honest, I almost had more fun reading the impressively organized hint guide.
Story/Characters
The game takes a novel approach to character customization. Your identity is linked to the location of your workspace and determines the story. There are 36 locations, from “blanket fort” to “religious cell.” You can be a researcher on the moon, a vampire in a gothic mansion, an anthropomorphic plant person, and more.
A large cardboard box is sitting in the middle of your secret lab.
Eh.
A hyperdimensional cardboard box is sitting in the middle of your cyberdwelling.
Better.
There is replay value in seeing what stories are associated to each identity.
Endings
Earlier I said that what you create has no effect on the game’s outcome. Technically, that’s not the case for a few locations. It’s superficial, however.
You discuss your biodegradable solenoid valve over a plate of scones with jam and cream, and everyone seems quite taken with it.
Your creation is inserted into the scene without any regard for context. Even if it did have a meaningful impact, the lack of a save function discourages tinkering with these outcomes, leaving no choice but to restart and recraft the basics just to see what would happen if you end the story with an Organic Cosmetic Surgeon.
What I enjoyed most were the outcomes when you reject the workbench.
(Spoiler - click to show)The protagonist either destroys the bench or goes on a rampage to seek revenge on the company’s headquarters.
It's important to keep up if you're going to continue luring kids here and crunching on their tasty bones.
Or some other dramatic reaction. They can be surprisingly long.
Themes
This is where the “purposeful” part of my review title comes in. I think GROWBIOTICS does a nice job in conveying the idea of imagination, ingenuity, and the benefit of having a space that is all yours and enables your creativity.
You like to let your sensations have free reign and remind you that you're worth indulging.
Although I suppose this goes in the opposite direction if we decide that the workbench is useless. Still, it embodies the sense of “anything is possible if you put your mind to it.” And if that means crafting a Tall Planet in your greenhouse, so be it.
Visuals
The weaker parts of GROWBOTICS are somewhat offset by the slick, aesthetically pleasing visual design. As a Twine game, it makes a great first impression. Despite the underwhelming gameplay, I had a difficult time stepping away because of how it looks.
There are two colour schemes available, both of which have backgrounds with patterns that add flair without being distraction. It almost gives a “science-like” feel. Text is easy to read and links use trendy colours. AND THE ICONS! I love icons. Every final result has its own icon.
Final thoughts
My title is meant more out of affection.
Some parts I really liked and I was impressed with the author’s commitment in implementing hundreds of makeable items. Unfortunately, any strengths are hindered by the game’s shortcomings. The selling point is product creation, but once this central mechanic is revealed to be superficial, the appeal goes away. Despite the game’s great overall concept, its major flaws result in an unfocused finished final work.
That said, I do think it offers a fun first playthrough. You may not stick with it for long, but it is worth playing for the initial experience. Perhaps you’ll find inspiration in the visual design or character creation. And if you enjoy games that involve crafting things from basic resources, GROWBOTICS may especially interest you.