And if you want to go even further you could introduce different memories. Speaking of memory space I think that memory optimization could be a good add-on. Some puzzle around that concept could be made (there is one, but we just have to iterate, not insert elements & create the list). It did not work because the puzzle lacked "memory space" but it was fun to try. In HRM I tried to do linked list in one of the puzzles to see if it would allow for easier sorting during insertion. I'm not used to "computing" games but I like puzzle games and for example I greatly enjoyed Road to Gehenna as an add-on to The Talos Principle. Having developers reading this thread is nice :) HRM is intended primarily for general audiences, so keep that in mind.įor the super experts here, would you have any interest in a second campaign of extremely difficult levels? We're considering possibly adding a second elevator - a Red Elevator - and curious to hear feedback / clever ideas / would you even care? / etc from the more hard core folks like who seem to be in this thread. Originally posted by kylegabler:Hey everyone, thanks for the feedback so far. Something like, sum a row, or count the number or unique numbers on the floor. One way that might be interesting would be to add extra instructions that operate on neighboring tiles, and then use limited floorspace and even interesting shapes to increase difficulty. * The instructions right now seem like what I would choose to teach programming, and while sufficient and well choosen for the game thus far, are not really exciting or all that interesting. ![]() I completed every puzzle in this game in less time than even 1 of the hard puzzles in those games. It's easy to feel blocked and want to spend some time looking at other puzzles. I am used to spending 3-5 hours maybe on a harder puzzle in a game like TIS-100 / Spacechem. * If the puzzles were of appropriate difficulty for me, a linear elevator is a bad idea. ![]() Jumps can especially get messy when only 10 or so lines of code show up at once. * The tools in the game for copy / pasting functionality, and seeing what you wrote, undo/ redo, make it difficult to manage larger programs. If you really wanted to give much harder puzzles in the game, I would think about three different issues to solve: I am sure that even to many people who have done some programming, things like sorting the list and prime factorization would be really hard. I do think this is a good game for the right audience. I would be somewhat interested in seeing what challenges you can dish out, but it's okay to me/makes sense if the focus for you is elsewhere. One of my levels is even included in the bonus campain for TIS-100. I enjoy these types of games, and have spent time optimizing similar puzzles in other games TIS-100, so I have that going for me as well. ![]() ![]() To be fair, I am a professional programmer, and I like to think a pretty good one at that. I didn't optimize them all, but I probably hit at least one of optimization challenges the first time through in 90% of the levels (usually hitting speed over instruction count). I went through the game and beat all 42 levels in under 5 hours.ĭid you really go into optimizing all the puzzles ? Because some of them are really challenging even for very experienced programmers (I think I am one, and I got my ass kicked by several puzzles). Originally posted by CmdrDeadman:I am a seasoned programmer. It's not as difficult as TIS-100 and it's also not as 'relatively easy' as HRM, but it's the one that impressed me the most. And I'm really at a loss to recommend this even for a newbie, because the newer LogicBox has some programming features that I've never found elsewhere that got rid of many of the problems even found in TIS-100, for example (instant feedback, levels are usable in future levels, etc). That's the thing, all of the games mentioned previously ARE optimization puzzlers as well. For example destructured programming (using gotos) IS efficient. I've been using assembly when I was 14/16-yo but nowadays I no longer program such low-level tools, and I must say the game made me rethink a lot of what I thought I knew very well. So I'd say that it's quite a hard game for people looking to go into programming really efficiently the puzzles. But then you might not "like" this kind of game. Originally posted by Histrion:The game is quite easy if you're not looking for the optimization challenges.
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