Hack 'n' Slash teaches everybody with the marvelous art of coding, with funny mechanics and a cute setting. We only wish that Double Fine had some more time to polish it a bit more.
Hack ‘n’ Slash is not an introduction to programming; if you’re a dummy, you’d better off playing the old classic Roboforge. But, if you do code, this game will make you ecstatic. Unlike Scribblenauts, where you being god removed all the challenge from the game, in Hack ‘n’ Slash you don’t have to invent your own adventures – the developers will keep you occupied.
I wanted to start of by saying Hack 'n' Slash has the incredible concept and art direction which I have come to expect from Double fine studios. When I first heard about Hack 'n' Slash, it was during Double Fine's in house "Amnesia Fortnight" game jam. The amnesia fortnight is a tradition of double fine which has brought on some really interesting games such as costume quest, the cave, and space base. While I will admit the tradition can be frustrating when it breaks up a team working on a larger game like "Broken Age"(which may have been inspired by past game jams), thus slowing production, however the fortnight event keeps the creativity in their studio flowing and provides motivation for the designers to keep making inventive games for us to enjoy (so we should promise not to complain). The Game itself is a legend of zelda-esque dungeon puzzler, but instead of the ever-present block pushing puzzles which are so indicative of the genre it is made up of puzzles based off of lua script coding. According to the developers, the game is still a little bit of a work in progress, given the complaints of difficulty on the later portions of the game I feel that this statement is corroborated. The latter half of the game has a steep increase in difficulty of code primarily due to the open-ended-ness of the game itself. While it may sound like lazy coding, the designers still wanted to keep the open endedness and difficulty to foster a community rather than hinder it. The intent of the game is to bring together veteran-coders, fledgling designers and script kitties to create a community similar to that of any game design group to foster creativity and modification to take what is already there and make something more. I personally feel that if t succeeds, this game will be an important point in gaming history when developers learn to let their audience collaborate with them on an even deeper level. I give this game a high review for aiming high, and suggest it to anyone even slightly interested in any form of programming. I want as many people as possible to play this game so that the community can grow and build something history-making out of something already beautiful.
One of the best puzzle games I have ever played. The game has unique concept and gameplay elements, very nice artwork and awesome music. Puzzles requires some basic coding abilities, but even if you are complete newbie in coding, game will teach you everything in entertaining way. In the end of the game, you will be able to change the core code of the game! In many situations, you are limited only by your imagination :)
A brilliant concept resulting in a game that is only limited by the sheer demand it puts on the player. Lacking tutorials or guidance of any sort, Hack 'N' Slash will delight hacking enthusiasts and students of computer science to no end, whilst at the same time utterly terrifying and mystifying anyone looking for the trademark easy good times associated with the Double Fine logo. This is a unique gateway into the world of figuring out what makes video games tick and the presentation is absolutely wonderful but only the most dedicated, hardcore, ingenious players will manage to see it through to it's end. Easily one of the hardest games of the past five years, Hack 'N' Slash is blessed and cursed by it's own unique design concept.
After an absolutely splendid first half, Hack 'n' Slash suddenly starts to get pretty much impenetrable by Act 4, if you don't know your way around the logic of an algorithm. Right there, in the middle, the game just skips a few steps of badly needed explaining and – at times – just drains all the fun from the proceedings. It's a fascinating peek behind the workings of a game, for sure. It has heart, wits and a good sense of humor, but it will still lose a good amount of its players long before it's over.
A wonderful idea, with lovely dialogue, a clever coding system, and some cute puzzles, but unfortunately it clearly couldn't be given as much time as the idea deserved.
This game has hack and slash gameplay, that hack, player can change variable or anything, that slash is the sword with inject to object. This game is non-mainstream RPG adventure game.
Personally I greatly enjoyed the game. It has puzzles that will provide a reasonable enough challenge for anyone remotely familiar with code vulnerability exploitation or who is reasonably competent at coding. It's excellent at teaching the things required in it's own unique way. Learning these skills could be very difficult for someone who either has trouble thinking in a critical way about circumventing the rules or for people who have no experience with computer languages.
Basically if the knowledge gap, either the one in act 4 or the one in act 5 are not too severe it will likely be one of the more fun games you've played. If it's too severe it will be a nightmare and more like homework or copying other's solutions to the problems.
L'idée de base est sympa, initier les joueurs au langage informatique/codage dans un jeu zelda-like. En pratique c'est injouable ex :- pour pousser une pierre il fait utiliser l'arme puis changer les paramètres de la pierre de manière à ce qu'on puisse la déplacer et ce, pour chaque pierre du jeu ! c'est original les 2-3 premières fois puis en fait ça casse le rythme c très embêtant-pour les ennemis même probleme, au lieu de juste les taper, il faut les taper et changer leurs caractéristiques de telle manière qu'ils arrêtent de nous attaquer, et ce, pour chaque ennemi c'est très lourd.Bref passez votre chemin, vous vous amuserez + sur les vieux zelda ou utilisez votre temps ailleurs
At first, this game was really fun to play. its like playing a zelda with a game genie. Mess with the code in the game and come up with crazy stuff to make progress. After act 4, the game gets really complicated. you can jump in the code of a thing and change its original code and you dont know what it do. and it stays that way. so if you are unlucky, you can break the game. it started to feel like homework. when a game gets like that, i stop to play. for example, i LOVE simon the sorcerer, because it can be tricky. but this game. its ust not fun later in.. no it could be so much better, if they kept it simple and fun..
Remember Broken Age?
or Massive Chalice?
Nice to know that Double Fine has enough time to crank out stuff nobody asked for instead of the stuff people paid them to make.
Kotick was right.
SummaryHack ‘n’ Slash is a puzzle action game about hacking -- reprogram object properties, hijack global variables, hack creature behavior, and even rewrite the game’s code. The only way to win is not to play...by the rules.