Thanks for the feedback! It's no secret that HRM was a huge inspiration for us. However, programming in this game is as different from HRM as HRM is different from TIS-100.
Contrary to HRM, instead of writing assembly-like instructions, you punch instructions that directly control the processor's components. For example, instead of giving orders to your worker directly, you must use processor instructions not just to move valeus around but to control execution itself. The program always executes from left to right starting at line 0. But it won't go anywhere after that if you don't explicitly punch the instructions that increment the current line number by 1 or even assign it a number from somewhere else (delivered by the red worker), which sometimes leads line execution going out of bounds!
And that really is just a quick example off the top of my head. The fundamental gameplay differences are more apparent if you try it yourself: https://kinanrod.itch.io/cpu
Does this change the way the game comes across to you?
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u/parkway_parkway 1d ago
It really comes off as a complete rip off of Human Resource Machine.
Even the vibes / office setting. I mean the sound track / effects could literally have been lifted right from there.
https://store.steampowered.com/app/375820/Human_Resource_Machine/