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Gameplay consists mainly of getting workers to manipulate 'datacubes' in various ways. The game does have value beyond the programming elements itself, it contains humor and what I found to be a more concrete story than in prior games by this group.
I'd say it grants solid experience in multi-threaded programming and gives some exposure to object-oriented as a concecpt, but only in a limited way (I can look at what Fred is holding, yay). That said, I've met very few programmers who can follow multi-threaded programming, so if your current experience is lacking in that I'd suggest picking this up. It's one thing to give a task to one processor. It's a different sort of problem giving that same task to twenty processors running concurrently.
(Edit: For reference, my 'assembly' experience might be better called 'writing in machine code', as properly speaking there was no compiler - I'd say this game straddles the line between BASIC and Assembly, but others may disagree)
Cheers!
I've just hit my first real annoyance, though, on puzzle 20 ("Reverse Line") it won't let me use the previously-introduced "GiveTo" command. I can understand limiting the command set for early puzzles to ease the learning curve, but once a command has been introduced it should be available for later puzzles, imho. :(
Half the fun is in figuring out different solutions instead of copying solutons from prior levels ... though now you have me curious how you might reverse a string with the help of giveTo...
...
Great, now I'll want to puzzle that out myself. Thanks? -.-
My initial idea was to have them all pick up the cubes in front of them, hand them around until they were in propper order, and then put them back down, without the humans actually moving around. I just solved it another way and moved on without attempting the optimizations.
And yeah Mroz, as I've gotten further in the game I'm seeing that you are right. :)
It does have "if" constructs and later on it moves further into parallel programming territory including communication between workers. Still all very low level, of course. Overall there is more variety than HRM had, with pretty distinct changes in how you program between the game's "phases".
The game uses a visual programming language akin to Scratch which is one of the highest programming languages that exist.
And about complexity, you're not going to learn OO or SOLID. There's a bit of YAGNI, DRY and KISS if you go for the challenges.