Also excellent is Shenzhen IO: http://www.zachtronics.com/shenzhen-io/
Also excellent is everything here: http://www.zachtronics.com
The main reason I personally prefer Opus Magnum is that solving the levels is easy, but optimizing is challenging and rewarding. TIS-100 on the other hand has a higher difficulty to initially solve the puzzles and optimization becomes a little bit of a guessing game. Also having only 3 saved solutions per level makes it hard to optimize without losing past solutions.
The 3 saved puzzles is a bit annoying, but you can always backup the puzzle files since they're just text.
Related RPS article: https://www.rockpapershotgun.com/2018/02/27/what-works-and-w...
I never was close to failing to finish a puzzle in OM. It was just a matter of how poor my solution performed whatever metric I chose to optimize first. The puzzles at the end of the campaign had me "give up" and settle for an ugly slow solution though.
> I feel no compulsion to return to OM after finishing the main campaign
If you haven't tried the Journal puzzles in OM, I would recommend you give them a shot. Many of them are in confined spaces rather than an infinite plane. I have yet to find a puzzle as hard as the ones in the TIS-NET directory, but they are a step up from the rest of the OM puzzles in terms of difficulty.
(Or even without friends, like me, I just refused to proceed to the next level until I was in the global top 1% for the current level :P)
https://www.youtube.com/playlist?list=PL0PcDuxlam1bDnEfuT15R... (skip to "Week 1 Results" and watch the rest of thr Playlist. It's fascinating stuff. Seriously. Watch.)
I lost my save for the game and the UI is frustrating enough I don't want to slog through the early levels when I haven't optimized the newer Zachatronics games to my satisfaction.
Somehow the highly geometrical puzzles don't give me a feeling of achievement. They're not very interesting but do become quite difficult towards the end. But of course many other people just love them.
Video game cartoon alchemy, but still: not video game cartoon chemistry. There is a difference.
Unfortunately, it requires Flash, so it may be difficult to get to run in a browser nowadays. Totally worth it, though!
Now that the kickstarter is finished it's available for free as PDF (link in parent post)
"In addition to PDFs of the book, the digital version contains all pre-SpaceChem Zachtronics games and a bunch of early builds and prototypes, including some of the unreleased games depicted in ZACH-LIKE."
There are videos of both online if you want to get a better idea.
As for more beneficial, I'm sure learning a real practical machine language is more beneficial. However you can definitely draw some of the same lessons out of these games and depending on you, might have a lot more fun and chances of actually going through with playing these games.
I enjoyed writing a DCPU-16 emulator very much though.
But I can't help suggesting you try TIS-100. It's genuinely enjoyable and not like regular assembly at all.
"Infiniminer is a first-person competitive mining game that takes place in a procedurally generated block world allowing players to mine, build, and explore. Sound familiar? That’s because Infiniminer is the game that started the “block genre” that everyone knows and loves!"
Download at http://thesiteformerlyknownas.zachtronicsindustries.com/infi...
So Notch wrote Minecraft, a better version, and sold it. And it worked out really well.
Infiniminer might have sold, but it wouldn't have sold as well as Minecraft.
And Minecraft then brought traffic to Zach (via people wanting to learn about Infiniminer) to drive sales on his other games, which seems to have worked out well in the end.
Throwing around the n-word makes him a bigot, not right-wing.
There hasn't been a new ep in a while but it's an interesting insight into behind the scenes of developing games (and whatever Universe Sandbox is)
I found myself wanting to take it in to the real world, but really lost as to where to begin. Anyone have any ideas or resources?