[HN Gopher] Goodbye Zachtronics ___________________________________________________________________ Goodbye Zachtronics Author : danso Score : 497 points Date : 2022-06-24 15:42 UTC (7 hours ago) (HTM) web link (kotaku.com) (TXT) w3m dump (kotaku.com) | iterati wrote: | I still have TIS-100 under the Languages skill section of my | resume as an Easter Egg. I haven't played many of Zach's recent | games, but SpaceChem, Opus Magnum, and TIS-100 were some of the | best puzzle games ever made to me. | lufte wrote: | Oh I'm definitely copying this idea! | anta40 wrote: | As as assembly language enthusiast, TIS-100 is easily my #1 | Zachtronics game. The closet contender would be... CoreWar. | Seems like their implementations are rarely updated these days. | | Robocode is also cool, but you code in Java instead of | assembly, anyway. | krallja wrote: | Oh that's a hilarious great idea. | sumtechguy wrote: | TIS-100 and Shenzen had that fun little bit of hacking using | the docs. Or just fiddling with it and finding that one | instruction that had enough of a side effect where it could let | you shave off two other instructions. Where you could get that | really fun rush of removing 1 cycle from something. It is a | skill I do not get to use much anymore as most things are | fairly cookie cutter. | Bjorkbat wrote: | Incidentally my first "true indie" game was SpaceChem. I'm | tempted to play it again, maybe try and beat it this time. It's a | very fun game, and cheap too, if you want to play along. | | Glad they got to go out on their own terms. They're such a niche | game studio that I was really worried that they closing their | doors because of market apathy or dissatisfaction with the status | quo. This is a good ending. | bspammer wrote: | Zachtronics' games have given me so much joy over the years, very | sad to hear this. My favourite of the bunch is probably EXAPUNKS, | but Shenzhen I/O is also wonderful. I was also surprisingly taken | by Eliza, given how different it is from the rest. Thank you | Zach! | schnevets wrote: | Before anyone writes a eulogy based on the headline, note the | following: | | _So it's sad, but also awesome in its own way, that 2022 will | see the end of Zachtronics. Not because their publisher shuttered | them, or because their venture capital funding ran out, or | because Activision made them work on Call of Duty, or any other | number of reasons (bankruptcy! scandal!) game developers usually | close their doors._ | | _No, Zachtronics is closing because...they want to._ | | _"We're wrapping things up!" Barth tells me, way more | enthusiastically than you would normally expect under these | circumstances. "Zachtronics will release Last Call BBS next | month. We're also working on a long-awaited solitaire collection | that we're hoping to have out by the end of the year. After that, | the team will disband. We all have different ideas, interests, | tolerances for risk, and so on, so we're still figuring out what | we want to do next."_ | | I play games too infrequently to invest the necessary bandwidth | into a Zachtronic game, but I read some of ZACH-LIKE and always | respected the philosophy. As long as no one is getting the rug | pulled, this sounds like an awesome way to go and an awesome | thing for the gaming industry. Hopefully this means more smart | indie gems in the future. | mysterydip wrote: | Assuming the games are still for sale after they disband, who | gets the money? Just the publisher? | thombat wrote: | Unless they signed bizarrely horrible contracts at least some | of the staff will be getting residuals. By way of imperfect | comparison, Ringo Starr's annual income of $20m doesn't come | from doing the Xmas Special of "Thomas the Tank Engine" | leoc wrote: | Apple Records is still legally a going concern, though. | (Though again there's the complicated situation with his | songwriting royalties etc.) | isk517 wrote: | Yeah, reads more like a band splitting up than a company | closing. | schnevets wrote: | Honestly, indie gaming would benefit from a better | distinction between the company and the contributor (similar | to bands and musicians or films and the | director/producer/cinematographer). I know not everyone wants | to self-promote, but I would love to see what games certain | designers. contributed to before they had an opportunity to | lead. | | I hope every Zachtronics contributor can get the resources to | make their next dream project, and the entire industry | becomes a pinch more Zach-like. | egypturnash wrote: | So basically you want IMDB but for video games? | | This exists to some degree but most of the examples I can | think of are specifically about retro games, rather than | any and all video games. Lemon64 and LemonAmiga | exhaustively document who worked on what in the c64 and | Amiga games scenes, for instance. MobyGames does cover | modern games but a few checks of modern games sure don't | have any credits beyond company. IMDB does cover games but | also doesn't delve into any more detail than company. | VectorLock wrote: | Most games have some kind of Credits sequence, I'm | surprised someone isn't feverishly documenting them in a | wiki somewhere. | ehsankia wrote: | It definitely seemed like they had done most variations of the | idea, and they wanted to try something new. It is interesting | that they don't want to try the new things under the | Zachtronics names, but it also kinda makes sense, since their | fan maybe has certain expectations from that brand? I | definitely can relate to how making the same kind of game for | 10 year can become tiring. The article also hints that some of | them maybe want to try opportunities that has more room for | growth than a small indie studio. | | Definitely interested to see what they do in the future, the | fact that it'll be under a different name doesn't really matter | to me. | ivanbakel wrote: | >It is interesting that they don't want to try the new things | under the Zachtronics names, but it also kinda makes sense, | since their fan maybe has certain expectations from that | brand? | | Given that the studio is disbanding, I don't think it would | make any sense for any of the former members to continue a | new project under the Zachtronics name. They're not just | continuing to work together on something else. To quote: | | >"We all have different ideas, interests, tolerances for | risk, and so on, so we're still figuring out what we want to | do next." | [deleted] | madrox wrote: | I think my favorite line of the article was _knowing when to | quit is its own kind of skill_. | | Shuttering my startup last year, I felt this one. I think I | quit six months later than I should have. Knowing when to quit | is difficult...especially when you think others are depending | on you. I applaud this team for leaning into that instinct. | schnevets wrote: | Without knowing what your startup did, non-"As a Service" | game studios are an interesting animal in the world of | software development because their products have a clear | Release Date. To me, this sounds like the developers didn't | want to do more cerebral, optimization puzzle boxes, so they | decided to close up. | | Like someone else mentioned, it's more like a band breaking | up because artists no longer want to follow the framework and | expectations that they have progressed into. | madrox wrote: | I absolutely agree, and I think even bands can feel the | pressure to keep going if they think people count on it as | a livelihood. Making a collective decision to move on is | brave no matter the context. | helloplanets wrote: | _"We felt it was time for a change. This might sound weird, but | while we got very good at making 'Zachtronics games' over the | last twelve years, it was hard for us to make anything else. We | were fortunate enough to carve out a special niche, and I'm | thankful that we've been able to occupy it and survive in it, but | it also kept us locked into doing something we didn't feel like | doing forever."_ | | So they basically got tired of making more Zachlikes, which is | more than understandable at this point. Amazing games, but I | think they can safely say their job is done after they've | basically kickstarted a genre. Rather than being sad seeing | Zachtronics go, I'm sort of anticipating to hear more about some | of those smaller "weird" projects Zach alludes to in the article. | Would be much more tragic to see a designer of that caliber left | feeling stuck making games in a similar vein for longer than they | feel is necessary. | noduerme wrote: | For anyone who hasn't read Matthew Burns's short fiction, it's as | much of a treat as his writing for Eliza. I think he used to have | more work online, but he's still got some short stories and | interactive stuff here... https://matthewseiji.com | | Full disclosure, I'm an old friend and glad to see him mentioned. | I'm lucky enough to be reading an early draft of a novel he's | been working on as we speak. | eswat wrote: | Although it was never promised, I enjoyed Eliza and was hopeful | of another visual novel through Zachtronics + Burns. Hopefully | something in a similar spirit comes out in the future. | frob wrote: | Spacechem singlehandedly got me back into gaming 10 years ago. It | was such a wonderful example of how a simple concept worked to | its extreme could be more delightful and entertaining than shiny | AAA games. | | RIP. I'm glad you went out on your own terms. | toma_caliente wrote: | Zachtronics leaving game development is such a blow to the | industry. Zach is directly and indirectly responsible for a lot | of games we see today. His game Infiniminer was a major | inspiration for Minecraft, he published a game that was also a | book explaining his philosophy on puzzle design, and his games | were genuinely fun with no BS. | 202206241203 wrote: | I dislike the games, since they are too close to | work/programming to be fun for me (just like Factorio). | However, the success of Zachtronics - both business and | creative, is undeniable. I wish they were the ones to gain | success with the original 3D cube digging gameplay and not the | massively popular Minecraft clone. | bstar77 wrote: | I hear this a lot, but I personally don't get it. These games | are the best part of my job (the problem solving) without any | of the nonsense. Most games today are a grindfest that we | convince ourselves is fun because it's happening in a | beautiful virtual world. | iamdbtoo wrote: | I view these games similarly. I don't think anything has | helped me in my day-to-day decision making at work more | than the time I've spent planning and designing my | factory(s) in Satisfactory. | benoliver999 wrote: | Playing Zelda Breath of the Wild atm and I sort of feel | this way. I love riding around the map but I'm getting a | bit... tired | boardwaalk wrote: | There doesn't have to be (as much) nonsense on a personal | project where you're only beholden to yourself, can pick | your own tech, etc. | | (I'm sure people also have less nonsense and make money | from it, but I don't right now.) | scubbo wrote: | Less, but not zero. Personal projects can still suffer | from obscure bugs or undocumented behaviour in | dependencies, unattainable goals, costs, and other non- | bureaucratic frustrations. A significant part of the | satisfaction of Factorio for me comes from the knowledge | that, if something isn't operating as I expect/hope it | to, I can _just look at_ the surface-level representation | of the system to diagnose it. This isn't possible in | software projects without a huge amount of investment in | observability - which is rarely fun or prioritized. | ansible wrote: | Yes. | | The programming game TIS-100 gives you a view of the | internal state of the machine far superior to what exists | with most systems. The exception being that Commodore 64 | emulator that shows _everything_ going on in memory in | real time. | | More often (in the embedded world) you are debugging | things via JTAG and a serial port (if you are lucky) or a | GPIO-driven LED (if you are not lucky or this is super- | early in the boot process). And often the JTAG is less | than 100% reliable. | wccrawford wrote: | Yeah, I enjoy having a definitely-solvable problem with | good restraints. | | Unfortunately, the latter half of the programming games | generally gets too messy for me. I lose patience with them | and never end up completing them. | | I don't regret buying them, though. I have a lot of fun | with them before that. | p1mrx wrote: | Zachtronics games give you a limited playing field with a | limited set of operations. The fun comes from thinking | carefully about small problems, and doing a lot with a | little. | | Factorio is more like work, because they don't know when to | stop. There is just too much going on, too much complexity. | samiam_iam wrote: | so long "I don't know half of you half as well as I should like; | and I like less than half of you half as well as you deserve." | loufe wrote: | I seriously loved Shenzhen I/O, thank you for your service, | Zachtronics. | Centigonal wrote: | a whole article about Zachtronics, and not a single mention of | _Infiniminer?_ | | https://www.zachtronics.com/infiniminer/ | | Released in 2009, and a direct inspiration to one Markus Persson | to create a game called Minecraft. | ycta20220624 wrote: | Wait, I thought development of Minecraft started in 2007? | Wouldn't that put it before Infiniminer? | papercrane wrote: | > I thought development of Minecraft started in 2007? | | The first version of Minecraft was developed May 2009, | Infiniminer was released April 2009. | fartcannon wrote: | According to Notch, Infiniminer was "the game I wanted to | do". https://minecraft.fandom.com/wiki/Infiniminer | capableweb wrote: | Straight from the horse's mouth: | | The World of Notch - The origins of Minecraft | https://web.a | rchive.org/web/20160604071857/https://notch.tum... | | > While looking through some project folders, I found an old | protype of a game that never quite became anything. Kinda. | | > It was called "RubyDung" (for various reasons), and was | supposed to be a base building game inspired by Dwarf | Fortress | | > As the RubyDung engine got more advanced, I started | thinking about adding a first person view for following your | minions around, kinda like in Dungeon Keeper. It worked ok, | but the graphics got very pixellated and distorted, so I left | it out. | | > But then I found Infiniminer. My god, I realized that that | was the game I wanted to do. I played it in multiplayer for a | while and had a blast, but found it flawed. Building was fun, | but there wasn't enough variation, and the big red/blue | blocks were pretty horrible. I thought a fantasy game in that | style would work really really well, so I tried to implement | a simple first person engine in that style, reusing some art | and code (although not as much as you'd think) from RubyDung, | and came up with this: | http://www.youtube.com/watch?v=F9t3FREAZ-k | | Unfortunately, that last YouTube link is not viewable for me | ("This video contains content from Nizzotch. It is not | available in your country."). | | But the conclusion is: Infiniminer was definitely a huge | inspiration on Minecraft. | ehsankia wrote: | I just searched the title "cave game tech test" and found a | bunch of re-uploads: | | https://www.youtube.com/watch?v=UMpv5kZ9-rE | franknine wrote: | People Make Games made a video about this | Infiniminer/Minecraft story and they interviewed Zach | Barth. When Microsoft was reviewing the 2.5B Minecraft | deal, Zach was working for Microsoft and was on those | meetings. | | https://www.youtube.com/watch?v=__Nq2vNcpIo | [deleted] | mathstuf wrote: | Oh. I remember when Zach presented that to a club we both were | in at college (I feel like it was a very early demo). I never | linked that directly with Minecraft... | | I remember Sauerbraten from before that (released in 2004 | according to Wikipedia) and had assumed it was more in the | inspiration line. | laserbeam wrote: | So long! And thanks for all the fish. | bstar77 wrote: | I'm still in shock since the initial announcement. These guys are | so good at game design, I thought they would be doing it forever. | I guess you can't confine very special devs to one thing for most | of their career. I hope the teaching thing goes well, but I | equally hope Zachtronics makes a return at some point in the | future. | ehsankia wrote: | Looks like he's already considering it | | > I was hoping that I'd really like teaching and stay with that | for a few years, but I learned that's definitely not the case | and I'm having a hard time imagining anything other than games | in my future, in some shape or form. | | They will likely be doing it forever, they just want to try | something else than a small 5-member indie team maybe? | bstar77 wrote: | Wow, that was unexpected. They should take a break if they | need to, but please don't close up shop. | wccrawford wrote: | That's easy to say for a 1-person shop, but when other | people are depending on the job, too, it's a lot harder. | kryptn wrote: | I loved all of the puzzle Zachtronics games! They're great puzzle | games on their own but some also have leaderboards which give you | the feeling that you can do better or solve them in different | ways. | | I'd revisit older games to see which steam friends beat my | scores, and then I'd go back through and rediscover, optimize, | and get back on top. | | I'll definitely miss their games. | nindalf wrote: | Noooo! I'm glad they're doing it because they want to, but I'm | still sad as hell about this. Goodbye Zachtronics! | | Time to replay shenzhen.io | convexfunction wrote: | I've found it difficult after starting to work full-time to fully | enjoy Zachtronics games, since they use much of the same parts of | my brain as my day job, but the sheer joy I got out of Zach's | earlier games (SpaceChem, KOHCTPYKTOP, Codex of Alchemical | Engineering) contributed a lot to my decision to work in | software. I've experienced little else that scratches the "design | itch" in such a pure and thoughtful way, whether games from other | developers or actual software development. | FredPret wrote: | Same here. I was playing TIS-100 one day when I thought - why | not just do Leetcode? | solidangle wrote: | TIS-100 brought back some of the same joy that I had when I | began with programming many years ago. Since then programming | has become boring for me, but the weird limitations of | TIS-100 almost made it feel like I was starting fresh again. | I loved learning tons of small tricks that I could apply to | beat the harder levels. | | Shenzhen I/O otoh felt like work. | FredPret wrote: | Shenzen has that card game though, so you can slack off at | work | kllrnohj wrote: | Exapunks was my favorite of the three. If you liked TIS-100 | I'd highly recommend trying out Exapunks. | mikepurvis wrote: | Completely agree. I was completely sucked in by Opus Magnum, | but other than that, I've bounced off all of them. | | But I know understimulated teenage-me would have been all over | that stuff, so there's definitely a market for it. | Hammershaft wrote: | Same here. I loved Spacechem, was told that if I enjoyed | spacechem I would enjoy programming, and that was what | kickstarted my journey. | | I miss the particular challenge of the older games like | Spacechem. | jameshart wrote: | If you work somewhere where | | - the requirements for each piece of work are expressed | completely clearly | | - you get immediate feedback on whether your solution works | | - you are given, without having to build it yourself, accurate | metrics for how your solution measures up in terms of costs, | speed and so on | | - you get to revisit problems as many times you like at your | leisure and reoptimize your solutions to make them more elegant | or to prioritize different properties | | then I definitely envy you. For me, those things being part of | the zachtronics experience turn playing the games into a | shortcut to the dopamine-producing parts I love about coding. | blueblimp wrote: | I liked Infinifactory the most because being in 3D space | maximizes the difference from normal programming. | jszymborski wrote: | I've started to feel this way about Factorio... I only can play | it if I've felt I've been productive or that I've e.g.: a model | training or code compiling in the background. | | The reason being that I stop and think: "This is scratching an | itch that something _actually_ productive would as well". So | whenever I feel like playing Factorio, I pick up a side-project | instead if one's been neglected. | dageshi wrote: | Yes, I felt very much the same after my first playthrough. I | came back and was suddenly thinking through all these | possible solutions to factory management only to realise it | felt exactly like programming work and I should probably go | and do that instead. | dixego wrote: | Opus Magnum is very fun and doesn't use _too_ much of the | Programming parts of the brain! | Tepix wrote: | I love their games (i think TIS-100 and Infinifactory are my | favorites) and i hope someone will do the minimal amount of | maintenance so they will keep working. | throwawayhnacc wrote: | I don't want to be tinfoil about this, but I suspect there is | maybe some more corporate politic stuff happening here than Zach | lets on (and rightfully so). Zachtronics is wholly owned by | Alliance Media Holdings. Alliance is run primarily by two people | Jay Gelman (CEO) and Nathan Gelman (Director of Publishing + | Stuido Operations). Last year, Nathan Gelman expressed some real | crazy zionist opinions on Twitter during the most recent wave of | the Israel-Palestine conflict. I didn't screenshot it, but you | can sort of see some of the wake of it by searching his account | name on twitter and seeing the replies to the now deleted tweet: | | https://twitter.com/search?q=nathangelman&src=typed_query | | Nathan also pretty consistently likes orthodox jewish content on | Twitter, which, to be clear, isn't bad on its own, but with that | plus the deleted tweet during the latest I-P conflict, thing I | think it's maybe safe to say that Nathan, likely Zach's direct | report as he is the "Director of Publishing and Studio | Operations", has got some STRONG political beliefs. What I | SUSPECT is that Zach probably just got tired of dealing with that | and, given the ownership structure, has to "end" Zachtronics to | step away from them. | | It's tenuous evidence and maybe doesn't mean anything, but the | only other point that makes me think Alliance is a not-great- | company to be under, is that on the episode of Eggplant show | where they interview Bravery Network Online creators (other | studio/game Alliance published), The BNO people said that "the | legal issues that came up on the game were some of the worst | things our lawyer said they ever encountered". (Don't have the | exact timestamp but here's the episode) | | https://podcasts.apple.com/us/podcast/bravely-replacing-rand... | | Again, maybe nothing, but maybe something. idk. | leoc wrote: | It seems like one possibility. Reading between the lines of the | comments about different risk tolerances and so on, another | possibility is that the team reached an impasse in trying to | decide what their next game project or projects should be. | Night_Thastus wrote: | I loved TIS-100 and Shenzhen-IO. I'm wishing all of them the best | on whatever they endeavor to do next. :) | Delfino wrote: | He said he's going to teach high school computer science. As | someone who made the same leap, it's cool to hear! He was | really awesome about giving his games to teachers to use in | their classrooms for free. | pvitz wrote: | Actually, he is going to quit teaching high-school computer | science to continue working on games. | OnionBlender wrote: | He tried teaching for a year but sounds like he isn't going | to stick with it. | | "I just finished my first year of teaching and Last Call BBS | hasn't even been released yet! I was hoping that I'd really | like teaching and stay with that for a few years, but I | learned that's definitely not the case and I'm having a hard | time imagining anything other than games in my future, in | some shape or form." | eterm wrote: | Ten years is long enough to inspire the next generation to make | zach-like games. | | Games like Signal State or Turing Complete. | | But it's a sad goodbye to Zachtronics. They have a certain style | of layering story to take you out of the raw mechanics which most | their rivals don't. I think Shenzhen I/O was their peak but | TIS100 is also a must-play and I certainly enjoyed most their | other games. | xbar wrote: | Well said. | | I wish I could have convinced more people to play TIS100. I | will have to try some more. | l8nite wrote: | I'm proud of myself for getting all the way through TIS-100, | and I think I still hold the records amongst my few peers who | tried it. | systemvoltage wrote: | I think Zach has a certain level of finesse and polish that is | hard to find elsewhere. The further you look into the details, | the more impressed you get. | | For instance, just browse through some of the datasheets of | Shenzhen I/O. It mimics reality all too well (mistakes in | datasheets, chinese-only text, various fonts and layouts, | handwritten notes, etc.). | PainfullyNormal wrote: | Wait, so he's not teaching anymore? That was fast. In this | interview 2 months ago, he implied that he was shutting down | Zachtronics so he could go teach. Maybe I misunderstood. | | https://www.twitch.tv/videos/1454395489?t=00h12m36s | mdaniel wrote: | It's addressed toward the bottom of TFA: | | > "My original plan was to wrap things up at Zachtronics and | then find a new job teaching high school computer science, but | the timing was off," he says. "I just finished my first year of | teaching and Last Call BBS hasn't even been released yet! I was | hoping that I'd really like teaching and stay with that for a | few years, but I learned that's definitely not the case and I'm | having a hard time imagining anything other than games in my | future, in some shape or form." | PainfullyNormal wrote: | Yes, I read that part. It's why I made my post. It appears to | contradict the interview he gave 2 months ago. Again, unless | I'm missing something? | ziddoap wrote: | He said he learned that loving being a teacher was 'not the | case'. Perhaps he learned it in the last two months, or was | trying to remain positive about the position publicly while | reconsidering privately, etc. People change, I don't think | there's anything profound to look for just because he | changed his public opinion from a few months ago. | SamReidHughes wrote: | High school CS would be awful to teach unless you were at | some magnet school or elite private school with enough | bright students to fill a classroom. But even then, still | awful. | [deleted] | jna_sh wrote: | Thanks for sharing the interview! Check back in on the end of | the show, around 2 hours 10 minutes. I asked him if he intended | to keep teaching, and he hedged a little bit but essentially | said no. | PainfullyNormal wrote: | Doh, good catch. I missed that bit. | | edit: I'm dense. It's your interview! That was a great one, | btw. I really enjoyed it. | munificent wrote: | I can't _imagine_ becoming a teacher right now. My kids are in | public schools and the teacher attrition rate is off the charts | because the past couple of years have been a horrific | experience for many of them. Getting into teaching right now | while the pandemic is still lingering and the education | administration is a burned out husk is unlikely to go well, | though I certainly admire Zach for trying. | OnionBlender wrote: | During the interview he talks about his experience teaching. I | got the impression that a lot of the job of a teacher is having | to babysit kids (take away their phones) and that many kids | just don't care about the subject being taught. | forty wrote: | Spacechem is one of my favorite game ever, and I have purchased | nearly every Zachtronics game since. Thanks Zach & team, looking | forward to wherever you have next for us! | pmoriarty wrote: | I didn't like Zachtronics games, because from reviews I read, I | expected them to be like programming, but instead they were | merely puzzle games with programming window dressing on them. | shadowofneptune wrote: | That's why I like them, they have more in common with the | thought experiments you see in textbooks. TIS-100 teaches the | principles of concurrency by presenting you with a computer | architecture small enough to fit onto a single screen. | | It helps that there are multiple solutions, and you can try to | optimize in a certain area like speed or size. | OnionBlender wrote: | I find TIS-100 and shenzhen io frustrating because of how | limiting they are. There is a max line count per chip and the | circuit board is very cramped. I actually finished Exapunks | because I felt the language was expressive enough to not be as | frustrating and the line limit is a lot higher than needed. | TrickardRixx wrote: | This is a funny thing for me to read. The reason I enjoy | programming is because the act of programming feels to me much | like playing a puzzle game. | pmoriarty wrote: | I guess it depends on the puzzle game. | | I enjoy programming (when I'm programming something I'm | interested in, anyway), but don't like almost any puzzle | games. | | There are a handful of exceptions: I loved Factorio (which | could be considered a puzzle game), Gorogoa, Inside, and The | Swapper. | | But Zachtronics games and most other puzzle games leave me | cold. | db48x wrote: | Out of curiosity, have you tried TIS-100? It's less of a | game and more of an emulator for a machine that never | existed. | pmoriarty wrote: | _" have you tried TIS-100?"_ | | Yes. That's the first Zachtronics game I tried, and was | sorely disappointed. | | In my view it's just a puzzle game. | defaultcompany wrote: | Which games did you play? TIS-100 and Schenzen IO and Exapunks | definitely felt more like programming games than puzzle games | to me. | pmoriarty wrote: | I played TIS-100. Expected it to be like assembly language | programming, but it only has a veneer of programming over a | puzzle game. | knolan wrote: | Spacechem on the iPad was a thing of beauty. It's a shame they | abandoned iOS but they had valid reasons. | haunter wrote: | >We felt it was time for a change. This might sound weird, but | while we got very good at making 'Zachtronics games' over the | last twelve years, it was hard for us to make anything else. We | were fortunate enough to carve out a special niche, and I'm | thankful that we've been able to occupy it and survive in it, but | it also kept us locked into doing something we didn't feel like | doing forever. | | Sums up a lot of indie game developers perfectly. Find a niche, | can't escape the niche. | OnionBlender wrote: | "I was hoping that I'd really like teaching and stay with that | for a few years, but I learned that's definitely not the case and | I'm having a hard time imagining anything other than games in my | future, in some shape or form." | | He sold Zachtronics a few years ago so I wonder if he is free to | start a new game company. | synu wrote: | I really loved Shenzhen I/O, it even got me into electronics. I | started watching Ben Eater's series on breadboard computers and | built some similar devices to what I was making in the game | around a 6502. It's pretty cool that a game can trigger something | like that. | | The game had a leaderboard, and at one point an old programmer | colleague reached out to me to ask if I was cheating - that's | something I'm still very proud of to this day! | sitkack wrote: | > "My original plan was to wrap things up at Zachtronics and then | find a new job teaching high school computer science, but the | timing was off," | | Please do, but don't just teach CS! I'll go back to high school. | My kid will hit high school in about 7 years. | moritonal wrote: | SpaceChem is still my primary tool in testing kid's (and adults) | general aptitude for coding before trying to teach them. | ByThyGrace wrote: | That's insightful, having played the game. | | Do you believe there's perhaps a kind of student that would be | proficient in coding while not showing particular skill (or | engagement) in solving those kinds of puzzles? | moritonal wrote: | It's always possible, but the game calmly asks the user to | focus, structure a problem in their head and then form a | solution. | | I wouldn't ask them to finish the game, but watching how they | absorb what they're shown and whether they can expand this to | new solutions is a fairly easy tell most the time. | wly_cdgr wrote: | Zachtronics may be shutting down, but there is no way Zach Barth | will stop making games no matter what he says, so this is kind of | a non-story | crazy211 wrote: | theptip wrote: | Massive kudos to Zachtronics for defining a micro-genre, and | crafting such unique, fun, and interesting games with a small | team. | | I have particularly fond memories of SpaceChem, and subsequent | releases always switched things up enough to be fresh and | interesting, while also riffing on the same fundamentally | satisfying abstract game loop of "solve an algorithm with limited | resources, then optimize". ___________________________________________________________________ (page generated 2022-06-24 23:00 UTC)