Some Programming Games

Human Resource Machine

I’ve spent the past few nights playing through Human Resource Machine, the new game from the guys behind World of Goo, and I’m really kind of blown away by how much I like it. At it’s core it’s a puzzle game where you’re given a job each level and have to program a little office worker to automate it for you.

Stripping away the artifice of its presentation, what you’re really doing is writing assembly code, in fact you can even output your solutions in assembly form. Here’s my solution for one of the later levels:

On Human Resource Machine’s Steam page, there’s the following disclaimer:

Don’t worry if you’ve never programmed before - programming is just puzzle solving. If you strip away all the 1’s and 0’s and scary squiggly brackets, programming is actually simple, logical, beautiful, and something that anyone can understand and have fun with!

Something about that idea of making basic programming and algorithm design accessible to people through games really resonates with me, and Human Resource Machine is by no means the first game to attempt it. While it’s by no means a crowded genre, there’s been a few really good programming puzzle games in the past few years, let’s run through some of them.

Hack ‘n’ Slash

Hack 'n' Slash

Steam Page

Hack ‘n’ Slash starts out as a fairly straightforward Zelda clone, but quickly gets interesting when the protagonist’s sword breaks in half to reveal a USB connector. From here on out, you can use your sword to hack in to many of the enemies and other in-game objects in the game to change their internal variables and rewrite their behaviour.

The really insanely clever part of Hack ‘n’ Slash is that there’s nothing artificial about the code you’re modifying. When you hack into an enemy, what you see is a visual representation of the Lua code underpinning the actual game logic. In fact, with the amount of power the game gives you it’s very easy to completely break it.

Thankfully Hack ‘n’ Slash includes a Git-inspired save system where you can rewind time and fork off into a new timeline. You can even jump between these forks to further modify different versions of the game world.

A lot of what makes Hack ‘n’ Slash interesting lies in that central conceit of directly modifying the game from within itself. Though unfortunately, once the novelty of that wears off, some of the game’s puzzles can be overly finicky and I never actually got around to finishing this one.



Steam Page

In Spacechem, you’re tasked with running a chemical plant. The way you do this is by placing down commands on a grid to manipulate ‘waldos’, which can pick up, break apart, and reconstruct molecules. It all sounds very complex, but the earlier puzzles are all fairly straightforward, and the game does a good job of teaching you the basics before it throws you in the deep end.

Though it’s worth noting this game gets extremely hard as it progresses, with puzzles that require you to connect multiple factories together and keep them efficient enough to avoid clogging up the overall system. I’ve never finished it, but that doesn’t stop me from wholeheartedly recommending it as perhaps my favourite game in this genre.



Steam Page

TIS-100 has you programming a parallel computing system consisting of interconnected nodes, each of which can have different capabilities and pass data between each other. It’s probably one of the more hardcore games in this category, and even includes a freeform sandbox mode where you can write whatever programs you want.

Furthermore the TIS-100’s architecture is designed to be confusing and restrictive, which seems to fly in the face of what you’d consider Good and Fun Game Design. There’s no in-game tutorial, just a PDF manual, and the problems quickly ramp up in difficulty.

Still I found myself putting many hours into this game, trying to hone my solutions to the point where I was happy with them. There’s something legitimately appealing about learning the esoteric knowledge you need to solve the hardest of TIS-100’s problems.

Or maybe I’m just crazy.

The Birth and Death of JavaScript

This science fiction / comedy / absurdist / completely serious talk traces the history of JavaScript, and programming in general, from 1995 until 2035. It’s not pro- or anti-JavaScript; the language’s flaws are discussed frankly, but its ultimate impact on the industry is tremendously positive

This talk might just go down as my favourite thing Gary Bernhardt’s ever done. Equal parts deadpan absurdism and insightful speculation, some of the ideas he presents are absolutely fascinating.

Solved by Flexbox

I’m really impressed with how much cleaner and more expressive the CSS3 Flexbox module has made my stylesheets. It’s a much more powerful way to lay out elements on a web page, and it means I can do things that were next to impossible in the past, like vertically centering elements. This site provides a great overview of some use cases for flexbox, it’s really worth learning about if you’re a web developer.

Awesome Ember Tricks by Eviltrout

Recently I’ve been introducing some fellow students to Ember.js as a way to build modern, client-side web apps. In doing so I came upon this talk by Robin Ward (AKA @eviltrout) that goes into some of the more advanced techniques Ember’s architecture enables.

It’s a great watch with lots of clever insights, in particular I was really impressed with the idea of view cloaking. In the land of Cocoa development, where I’ve spent most of the past few months, we have a class called UITableView which works in a very similar way and it’s one of the most versatile, useful parts of the framework. It’s what makes long list views on iOS scroll smoothly, even on the limited hardware of early iPhones.

To see that sort of advanced, performance conscious approach to front-end development used in web development just shows how far the practice has come. The kinds of apps we can build in-browser nowadays are so much more ambitious than anything I could’ve imagined when I started building web apps in PHP during high school.

Teletext the World

Apparently Teletext was mainly a European thing, but for whatever reason Australia’s Seven Network kept supporting it all the way up to 2009. It’s a fairly clever hack that exploits the excessive space reserved in PAL broadcasts signals for closed-captioning to present arguably useful information like the weather, or sports scores.

Anyway here’s a website to help you make hella trashy images that conform to the 40x24 pixel, eight colour limitations of Teletext. It’s pretty great.

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