This would be huge if it was « rogue like », where you could buy new more performant components that allow you to reach further into the game. The game makes you naturally lose, and there are milestones that you can reach (bosses, or loot that stays throughout sessions).
For instance you could unlock GPUs, docker containers, another SSD, antiviruses…
Also consider RTS elements, like assigning certain schedulers to handle workloads which are swappable and tuneable, maybe with some skill tree unlocks.
For Windows CMD+R menu, run it by pressing CTRL+SHIFT+Enter (elevates to admin). You may have to do it twice for some unknown reasons after reinstalling the OS.
The absolute bane of my existence, I had a time a week ago repairing my bootloader after I (stupidly) did 3 months of windows updates after running a bunch of disk repairs and other recovery based things after I (again, stupidly) fell for a fake repo for deepseek tui and infected myself
Great concept but I did not have a ton of fun playing after the novelty wore off after a few minutes. It would've been more fun if time stood still and I had the opportunity to plan what I do at each cpu cycle. I was looking forward to managing cpu cache hits and ram usage.
I love this idea! I totally see it in the classroom or being played by someone who's trying to learn how to make an OS (which is on my personal bucket list)
What I didn't like, is the tutorial is separate from the game. It would be awesome imo, if there's a tutorial stage where the game is explained hands-on (maybe pausing the game with explainers, until I start to get how to play) Otherwise I have to memorise the instructions before trying the game.
This was fun to play...for about 2 minutes before all the manual work of moving processes around got very tedious, which may be the point of the game. What I would like is a little code edit window where i could code simple routines to handle the scheduling, then be able to watch the result.
A lot of these puzzle/micromanagement games are very similar to stuff folks do for work. I stopped playing an entire category of puzzle games once I realized it was basically programming, which I do all day for a living anyway. Gamified programming is still programming.
I have a problematic relationship with Zachtronics games for this reason.
I love TIS-100, but at some point I realized I was studying the user manual for a fictional computer, trying to learn it's fictional assembly language, to optimize some multicore data flows.... and decided I should probably get paid for doing that in real life instead.
I’m one of those people. And what we do is write actual software for fun rather than pretend software in a computer game.
If I wanted logic flow embedded in a game then I’d want it in an environment that’s far removed from traditional programming. Such as building contraptions in Minecraft.
A game company (https://www.zachtronics.com/) that have made a series of games where you either build machines or write instructions to solve a task. An example is Opus Magnum where you convert input elements to output elements.
The games track things like cycles taken to complete the task, size/area of the machine, and cost. Those scores are shown on separate leaderboards and optimizing for one can come at the cost of another (e.g. faster machines may be bigger and/or more expensive).
Tangentially reminds me of https://deadlockempire.github.io/ where you play the role of the scheduler, but your job is to make vulnerable programs misbehave.
I can think of very few things that I'd rather not do then to be an OS. Talk about a thankless "game"...and I'm glad this came up.
Since when have games become more about just completing boring tasks and not about using your mind and dexterity to kill evildoers? Hell, the original Space Invaders was 100x more fun then this, and all we had to do was press a button to kill advancing aliens.
My wife plays a game where you use a pressure washer to clean areas up. Also plays a lawn mowing simulator. Oh, and a game where you run a supermarket, where you maintain inventory, stock shelves, and operate the checkout. Some people just like these types of things.
This didn't get a lot of traction the other time I saw it, but one easily imagines this as part of a a game to teach operating systems, starting from no MMU all the way to how we manage distributed supercomputers like a DGX GB300, or Google's borg.
Game could start with a single CPU and 2-3 processes and then all this comes on top step by step and you can automate it away through tech tree.
sudo systemctl reboot --firmware
shutdown /r /t 0 /fw
These reboot directly into BIOS.
For Windows CMD+R menu, run it by pressing CTRL+SHIFT+Enter (elevates to admin). You may have to do it twice for some unknown reasons after reinstalling the OS.
What I didn't like, is the tutorial is separate from the game. It would be awesome imo, if there's a tutorial stage where the game is explained hands-on (maybe pausing the game with explainers, until I start to get how to play) Otherwise I have to memorise the instructions before trying the game.
Regardless, amazing little game.
[1]: http://psdoom.coffeefish.org
I love TIS-100, but at some point I realized I was studying the user manual for a fictional computer, trying to learn it's fictional assembly language, to optimize some multicore data flows.... and decided I should probably get paid for doing that in real life instead.
If I wanted logic flow embedded in a game then I’d want it in an environment that’s far removed from traditional programming. Such as building contraptions in Minecraft.
(I enjoy more arcade style)
The games track things like cycles taken to complete the task, size/area of the machine, and cost. Those scores are shown on separate leaderboards and optimizing for one can come at the cost of another (e.g. faster machines may be bigger and/or more expensive).
https://psdoom.sourceforge.net/
Sounds like that black mirror multi-part episode "White Christmas".
Since when have games become more about just completing boring tasks and not about using your mind and dexterity to kill evildoers? Hell, the original Space Invaders was 100x more fun then this, and all we had to do was press a button to kill advancing aliens.
You have all kind of games, some that are actual programming, some that are purely reflexes and dexterity, some that are in between.
> Since when have games become more about just completing boring tasks and not about using your mind and dexterity to kill evildoers
I encourage you to browse Steam a bit if you are asking this.
https://store.steampowered.com/category/sim_hobby_sim/
Is Monopoly about skill? Chance? Or just scratching that itch of getting more tokens than the other person?
Like has someone invented a novel scheduler or sorting algorithm?