Hacker News new | past | comments | ask | show | jobs | submit login

Hey, any specific questions? I'd be happy to explain anything that needs clarification.

More broadly, any thoughts on how to make the game clearer? I know that a manual describing the instructions would help. But other ideas are welcome as well!




You could add a puzzle mode with a fixed set of instructions introducing gameplay elements like rotate after a few puzzles to make it easier and more interesting to learn the game. My first play, I got a lot of sub instructions and my registers had all zero value. It was somehow partly pointless: Should I rotate and do sub R1, R2, R3 or do sub R2, R3, R4 to get a nop somewhere ? ;) XD


i code frontend and backend web apps in javascript and typescript, very comfy with cloud stufd

but oh boy these assembly stuff these are heiroglyphs to me haha


I don't understand what "rotate the instruction order" keys do. I tried pressing them in many circumstances and nothing happens


Just figured it out. If you select "Adjust Difficulty" and increase the max gadget size (number of instructions that can fall at once) you change their order with these keys.

P.S. thank you for nerd sniping me with this game, I love the idea and execution (pun slightly intended)!


Thanks for the kind words! This comment helped me realize that I had misunderstood the parent commenter's question.

I have just pushed an update so that the up/down arrow keys only show up in the instructions if the max gadget size is greater than one.


Yeah, I may have sacrificed clarity for concision in this case.

To answer by way of example, if you are given "add R1, R2, R3" rotating to the right will result in "add R2, R3, R4". As another example, rotating "mov LR, R0" to the left will give "mov R12, SP".

In other words, rotating right changes every register RN in the instruction to be the register R(N + 1). Left changes RN to R(N - 1).

My hope was that if it was not clear from reading, it would be after testing things out. But hearing that this may not be the case is helpful feedback!


Oh, my bad, I misread your question.

See a reply to your original comment: it changes the order for gadgets larger than one instruction. The default is one, but originally it was three, so the instructions stuck.

I will make those confusing instructions only show up when the gadget size is greater than one! This feels like a good change to make based on this feedback.


Maybe a way to break down a game after it happened, or maybe a sandbox mode to try arbitrary things




Consider applying for YC's Fall 2025 batch! Applications are open till Aug 4

Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: