Compare Crazy Machines Elements prices across 50+ stores and find the best deal. Developed by Fakt Software. Published by Viva Media. Released on 2/10/2012. Available on PC. Genres: Casual, Strategy.

If Mouse Trap and The Incredible Machine had a physics-powered child, this is it. A decent Rube Goldberg puzzler held back by erratic difficulty and a frustrating tendency to hand-hold and wall off freedom in the same breath.

My instinct with any puzzle game is to ask one question first: does it respect the player's intelligence from the opening screen, or does it pad out the early hours with training wheels it never fully removes? Crazy Machines Elements lands awkwardly in the middle. It is a Rube Goldberg chain-reaction puzzler built on Nvidia PhysX, where each stage presents you with a partially assembled contraption and a limited inventory of parts to finish the job. Goals are deliberately mundane in the best possible way: pop a balloon, cook a hot dog, get a toy truck from one side of the screen to the other. The satisfaction comes from watching your jerry-rigged solution actually fire off in sequence. The headline addition over earlier Crazy Machines entries is the elemental toolkit. Cloud machines can generate lightning, tornadoes, and rain; fire, wind, and electricity all interact with other objects in ways the physics engine handles reasonably well. A clone cannon duplicates objects on the fly, a gravity machine can reverse or nullify gravitational pull entirely, and an inextinguishable fireball shows up as a wonderfully chaotic tool in later puzzles. When those toys start combining, the game briefly delivers on its promise. The issue is that the game takes its time letting you near them. The first twenty or so levels function as a slow-motion tutorial on basic physics, and even once the elemental parts arrive, the pacing crawls. For a game named after its main gimmick, that is a meaningful design problem. There are three modes to work through. Puzzle Mode is the core, running around a hundred stages with gold, silver, or bronze lug-nut ratings on completion, plus optional golden cogwheels hidden in each level that demand a near-perfect run to collect. Challenge Mode gates itself behind puzzle completions and then ramps difficulty sharply, offering a canvas, a budget of parts, and minimal guidance. It is the most interesting mode on paper, because it asks you to construct something from scratch rather than fill in obvious blanks. The level editor rounds things out and is genuinely open-ended, though the restriction to a 2D plane limits ambition and there is no way to share creations with other players online, which kills a significant chunk of its long-term appeal right there. The core criticism that follows Elements across every review platform is the same: the puzzle design feels constrained. Parts often have shape-coded slots that telegraph exactly where they belong, which strips out the lateral thinking that makes this genre worth playing. Difficulty also lurches rather than climbs. Easy stages snap to hard with no transition, then revert, leaving no sense of a coherent learning curve. The physics engine, while functional, has a twitchy quality, with balls rolling and dropping at a pace that feels slightly disconnected from what you would intuit. Pieces involving springs or projectile arcs require fiddly placement that can make a puzzle you have already solved correctly take several more attempts before it actually executes. That friction is the wrong kind. Who should actually buy this? Younger players or parents looking for a shared family session will get the most out of it. The tone is accessible, the goals are short enough to hold a child's attention, and working through the puzzles cooperatively smooths out the solo frustration considerably. Hardcore puzzle veterans who burned through Crazy Machines 2 will find Elements a step down in creative freedom. If you have never touched the series, this is a passable entry point, though it is worth knowing that the series has stronger, deeper entries. At a budget price it is a reasonable way to spend a few afternoons with a physics toy box, just do not arrive expecting the kind of open-ended construction freedom the box implies. Diego, Scout Team

Crazy Machines Elements
CasualStrategy

Crazy Machines Elements

Feb 10, 2012Fakt SoftwareViva Media
GamerScout Says

If Mouse Trap and The Incredible Machine had a physics-powered child, this is it. A decent Rube Goldberg puzzler held back by erratic difficulty and a frustrating tendency to hand-hold and wall off freedom in the same breath.

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Screenshots & Media

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About Crazy Machines Elements

My instinct with any puzzle game is to ask one question first: does it respect the player's intelligence from the opening screen, or does it pad out the early hours with training wheels it never fully removes? Crazy Machines Elements lands awkwardly in the middle. It is a Rube Goldberg chain-reaction puzzler built on Nvidia PhysX, where each stage presents you with a partially assembled contraption and a limited inventory of parts to finish the job. Goals are deliberately mundane in the best possible way: pop a balloon, cook a hot dog, get a toy truck from one side of the screen to the other. The satisfaction comes from watching your jerry-rigged solution actually fire off in sequence. The headline addition over earlier Crazy Machines entries is the elemental toolkit. Cloud machines can generate lightning, tornadoes, and rain; fire, wind, and electricity all interact with other objects in ways the physics engine handles reasonably well. A clone cannon duplicates objects on the fly, a gravity machine can reverse or nullify gravitational pull entirely, and an inextinguishable fireball shows up as a wonderfully chaotic tool in later puzzles. When those toys start combining, the game briefly delivers on its promise. The issue is that the game takes its time letting you near them. The first twenty or so levels function as a slow-motion tutorial on basic physics, and even once the elemental parts arrive, the pacing crawls. For a game named after its main gimmick, that is a meaningful design problem. There are three modes to work through. Puzzle Mode is the core, running around a hundred stages with gold, silver, or bronze lug-nut ratings on completion, plus optional golden cogwheels hidden in each level that demand a near-perfect run to collect. Challenge Mode gates itself behind puzzle completions and then ramps difficulty sharply, offering a canvas, a budget of parts, and minimal guidance. It is the most interesting mode on paper, because it asks you to construct something from scratch rather than fill in obvious blanks. The level editor rounds things out and is genuinely open-ended, though the restriction to a 2D plane limits ambition and there is no way to share creations with other players online, which kills a significant chunk of its long-term appeal right there. The core criticism that follows Elements across every review platform is the same: the puzzle design feels constrained. Parts often have shape-coded slots that telegraph exactly where they belong, which strips out the lateral thinking that makes this genre worth playing. Difficulty also lurches rather than climbs. Easy stages snap to hard with no transition, then revert, leaving no sense of a coherent learning curve. The physics engine, while functional, has a twitchy quality, with balls rolling and dropping at a pace that feels slightly disconnected from what you would intuit. Pieces involving springs or projectile arcs require fiddly placement that can make a puzzle you have already solved correctly take several more attempts before it actually executes. That friction is the wrong kind. Who should actually buy this? Younger players or parents looking for a shared family session will get the most out of it. The tone is accessible, the goals are short enough to hold a child's attention, and working through the puzzles cooperatively smooths out the solo frustration considerably. Hardcore puzzle veterans who burned through Crazy Machines 2 will find Elements a step down in creative freedom. If you have never touched the series, this is a passable entry point, though it is worth knowing that the series has stronger, deeper entries. At a budget price it is a reasonable way to spend a few afternoons with a physics toy box, just do not arrive expecting the kind of open-ended construction freedom the box implies. Diego, Scout Team

Tags

singleplayertier:sub-5Rube GoldbergPhysics PuzzlerChain ReactionLevel EditorFamily FriendlyBudget PickChallenge Mode

Steam Deck & Linux

ProtonDB Gold

Runs great on Linux after minor tweaks. Based on 3 ProtonDB community reports.

System Requirements

Minimum

OS
Win 7/Vista/ XP
Sound
DirectX compatible sound card
Memory
1 GB RAM
Graphics
DirectX 9.0 compliant card, 256 MB VRAM
DirectX®
DirectX®: 9.0c
Processor
1.0 GHz
Hard Drive
500 MB Space Free

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Game Info

Developer
Fakt Software
Publisher
Viva Media
Release Date
Feb 10, 2012

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Crazy Machines Elements is available on PC.

When was Crazy Machines Elements released?

Crazy Machines Elements was released on 10 February 2012.

Who developed Crazy Machines Elements?

Crazy Machines Elements was developed by Fakt Software and published by Viva Media.