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Signed, someone who CAN program in many languages but wants to see those unfamiliar with programming to be able to play this game.
Bring more people into the space, don't just appeal to the small audience that exists. And I'm someone who can program in multiple languages, but having a larger player-base with more support can only be a positive thing.
Some of the reviews that made me play the games were in the lines of "If you like staring at your screen for hours while thinking of possible solutions, then this is the game for you" and "This game won't teach you how to code in real life, but it will teach you how to read manuals, which you need to do in real life when coding." :P
So if Retro Gadgets is not accessible for you at all, perhaps check out some of these games.
https://www.lua.org/manual/5.1/manual.html#2 here's the manual for the version of lua this game uses, don't get nervous when reading it, it can be a ton of information at once, just calmly go through it and you'll see is not that hard, most of it you can get it just through pure logic
Since everything is simulated you can effectively test every step as well. Game has a lot of potential, but trying to get a gadget to work is needlessly masochistic if you're a learner.
the purpose of this game is ostensibly to get casual players interested in coding and design by providing a very simple set of tools so you don't get overwhelmed by possibilities, combined with a charming retro handheld electronics aesthetic. there's no on-boarding though so a casual player is gonna open it up, look for a tutorial/campaign, get linked to the online technical document, then give up because they're here to have fun not hunker down for a self-made university course.
Basically this. If a requirement to engage with your game is "study this external documentation and then come back and try again", you've already lost a significant number of potential users. Studying external guides should be a way to enhance the experience (learning new tips and strategies), not a default requirement.
Ideally, the devs will take a page out of the Zachtronics book. Slowly introduce concepts and examples to players that they can build on over time, with samples that can be used as a foundation. Those games can become incredibly complex, but they're taught in a way to give you plenty of time to discover and play around with the basics.
If you want people to learn code and it's a core part of your game, then it's on you (the developer) to teach players in a step-by-step manner. Otherwise, you've introduced a difficult mechanic that sinks the game almost immediately. Or you're destined to cater to an incredibly small audience who are willing to do the extra work just to interact with your game on a basic level.
I've never used LUA before but I've been making gadgets by taking apart the pre-made ones and rifling through the code to see how they worked and then using the code on my own gadgets. Eventually I was able to figure out what did what and learn the basics, which is what I think this game is going for (a LUA learning game type thing). It's actually really helpful for learning it because you can "physically" see what your code is doing to the gadget which is great for kinetic learners like myself.