Do not buy this game. This is not the programming game you want to buy. It is not worth the money, and it is not currently, by my standards, a finished puzzle game, much less one that teaches any reasonable amount of programming.
It is a a beautiful idea for a game, and a very clever title for the idea. But it is not the game the idea would suggest exists. If you must buy it, wait forDo not buy this game. This is not the programming game you want to buy. It is not worth the money, and it is not currently, by my standards, a finished puzzle game, much less one that teaches any reasonable amount of programming.
It is a a beautiful idea for a game, and a very clever title for the idea. But it is not the game the idea would suggest exists. If you must buy it, wait for the game that purports to teach programming to at least be itself adequately programmed. That is not the game that is available right now.
Hack 'n' Slash is a game in which you swing your USB sword to, instead of slaying things, set their hit points to 0. I can offer no higher praise for the integration of the "hacking" in the game for the first few minutes of gameplay. Instead of attacking the turtle, you hack its allegiance so it becomes your ally. Instead of finding the right order of blocks to push for a block pushing puzzle, you simply hack the number of remaining pushes allowed for one block. Reprogramming the movement of the guards was hilarious.
Then, just as quickly as the fun begins, the clever puzzle design disintegrates.
The coding is still painfully inaccessible and unserviceable—if you're a programmer, it's boring and tedious for no apparent reason, and if you're not a programmer, there's no chance you'll really even understand the puzzle as it's presented. As an experienced programmer, putting together the clues using detailed understanding of how programming generally works got me through the "programming puzzles", but left me painfully frustrated by how obtuse they were guaranteed to be for someone who didn't automatically know that "HackBlock 1" is probably the same in-game object as "blocks[1]". I see no reason to relate a red letter 'a' directly to a red diamond symbol other than educated guesswork. A game which requires trial and error is fine, but a game that requires too much backtracking between trials and crashes when you don't know what you're doing is not a game that encourages learning.
The most frustrating thing for me was when I immediately saw the solution the programmers intended, but also that there were far more obvious and trivial solutions. If, instead of entering the prescribed passwords into locked gates, you decided to simply change the assign value from "false" to true, for instance, you bypass the intended lesson entirely. Not only are the puzzles poorly thought out, they don't even enforce the intended lesson. I can't imagine anything other than inexperienced players blundering their way through the "puzzles."
The game crashes when the built-in LUA interpreter falls apart, because instead of being a sandboxed interpreter, the game runs code you throw at it natively, and I wouldn't surprised if the game wasn't a legitimate security vulnerability for getting admin access to the local machine. What's worse, the programming conventions used are distracting, if not outright confusing. The variables that are useful to hack aren't even always next to the lines of code they relate to, requiring mundane back calculation or walking around to find the right variable.
And now we get to the rest of the game. As far as adventure games go, this game isn't even half-baked: shoddy collision detection make movement a confusing dance, total lack of information on what can and can't be done makes even thinking about solutions total guesswork, and there is quite honestly no way to know what the next step is for any part of the game. Aimless roaming is practically a necessity, and the "infinite woods" which don't even tell you you're running in circles are certainly not making it any easier. Even after you solve the puzzle of the infinite woods, there's no guide to tell you where to go when you leave them. Nothing is named in a useful fashion, nothing is provided. There's invariably way too much information available as "clues," and the player has no idea what's useful and what's just there because the programmers thought it would be cool. I spend so much time wading through unnecessary details for reasons I don't understand to solve puzzles that aren't even intellectually challenging so much as they are a series of inside jokes. The final puzzles aren't so much arcane wizardry as they are exercises in variable tweaking, and there's not even any guide to explain which variables should really be tweaked to start with. Behaviors not explained before or after a particular puzzle are used and so players shouldn't even know to try the things the developers expect us to know.
As someone who actually studied computer science, incidentally, I take offense at what the game so loosely refers to as algorithms. None of the implementations are meaningfully quantifiable algorithms.
This is not a programming game. This is not a well-programmed game. And what's worse, this is not even a good game. I'd save your money if I were you.… Expand