A factory line that builds video games, and the games it builds are real ones you can play. Lay belts, staff the benches, and push quality up three separate channels — then find out whether anyone wants what came off the end of the line.
You start alone in a garage hand-making video games and selling them for a dollar. You finish running a planet-scale factory that aliens fly in to buy from.
This is the part that makes the factory worth building. The products coming off your line are playable minigames, and how good they look, sound and play is decided by the production lines that made them. Build a sloppy line and you ship a sloppy game, then you have to sit there and play it.
Quality runs on three separate channels rather than one score, so a game can be great to play and ugly, or beautiful and hollow. Pushing all three costs more floor space than pushing one.
Lay belts, place machines, staff the benches. Workers have levels and experience, they can be sent on breaks, and they can be fired. Every machine can be inspected for its recipe, its staffing and its tier, and moved rather than demolished.
Made for younger players, which mostly meant removing the parts of the genre that punish you for not reading a wiki. Nothing is hidden behind a tutorial you cannot skip and nothing fails silently.