
Collect and buy commands. Construct program from them. Run code to get more coins and commands. Repeat.
Modeled estimate, not a reported figure. How we estimate →
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
Just a warning for anyone trying out coding - don't get discouraged thinking you don't like coding that much because you find this game not enjoyable. Compared to practically anything you can do in actual coding, this game is just extremely boring. For those who didn't yet bought the game - it is exactly as the page description says in about the game, there is nothing more to it. Feels like a concept that came out of a game jam, but wasn't improved to be an actual game.
Buy this game! Do it! Well priced. Lots of fun trying various loops to accomplish the goals. Fell into a few infinite loops, but it is not frustrating to restart at map one and work my way through the maps again.
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I'll be the first to say I'm terrible at this game but it's great
Code Has Price is a unlike other Fewjix coding game, it is a rogue-like. You must fetch a key then exit through a door. However the challenge is that each move costs money and you must use each keyword or syntax carefully, lest you get stranded. The level design has some issues. As with all rogue-likes, procedurally generated levels can be difficult or sometimes impossible to complete. The rules for level generation is not refined enough where the generated levels are too difficult, making my choices limited and obvious. A great game (and coding challenges) should give the player a series of meaningful choices rather than doing the obvious. This game seems to have great potential like adding asymmetrical classes--warrior, rogue, wizard, priest and et cetra but seems like prototype than a complete game. This is quite puzzling since Fewjix coding games are some of the best entry level coding games. I'm a big fan of Fewjix coding games but Code Has Price needs more polishing. ---- Update: I played up to the second boss and here is what I think now: Code Has Price is the Dev's best coding game. Learn how to use the While and If statements and not rely on Repeat too much. It opens up the choices and makes the game 1000% more fun. Watch Fewjix's Youtube video of him playing it to learn how to use While and If statements I'm having fun! \(^__^)/ -- notes for Linux and MacOS users Runs mostly stable. Rarely crashes using Porting Kit Steambuild 32/64 Metal iMac 14,2 - 24GB RAM Ventura 13.6.7 (OpenCore)
nice brain teaser, solid basis, lost of potential to extend the concept. Ideas: - only 1 life per map is not good with random maps. - Let me simulate the coded effects before executing it, because I too easily unintentionally make an endless loop, which is a hard fail-state. or just automatically abort an endless loop (detect it or stop after 40 loops). - My first impression on these is, that a Logox-turtle approach may make more sense or may be easier to balance. This may be very false, as logox-turtle is worse with sokoban-likes? - There are only 3 conditionals based only on floor-tile (and countdown loops), with 4 different tiles and boolean operands, there may be more interesting conditionals. the token may be better more modular, than being already pre-permutated. Maybe make conditional, based on the tile in one given direction, if/while (tile to the left is not stone) - this begs to have sokoban like mechanics. boxes can be moved if nothing blocks behind them. Boxes may just be attacked and destroyed (possible half-life-loot). endless pits are instant failure but can be shot over. collapsable plates over endless pits let you stand on them, but they collapse when you leave the tile, a box on an endless pit (eitth or without collapsable tiles) fills the endless pit and it becomes walkable.
соумнительно но оукей
Logicas bem simples e divertida, porém o retorna do game faz ele bugar e fechar....
ちょっとだけ触っただけだけどうーん・・・ とりあえず思いつくままに要素を入れてみた感がある パズルとかローグライトとか気になって入れたけど、どっち付かずというか・・・ またもうちょっと触って追記するかも
What can I say? I paid for this game. The irony is not lost on me.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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