
Hack ‘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!
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
So...this game is obtuse. It's absolutely whacky. It would be a great game...if it didn't have ADHD and wasn't trying to be semi-educational. My lack of recommendation is that, paired with SPacebase DS-9, this is C tier farmed work at absolute best. It is not a good game, and a decade in it should be considered a mistake that Double Fine should be apologizing for to this very day. Now that I've said that part of my piece, what gets my goat so hard with this thing? Could it be the start, where you start off on an adventure that will eventually give you a "puzzle" that is multiple letters long with 3 provided...and because of how the inputs work expect you to scroll through words constantly until something happens? Could it be the utterly obtuse borders? Could it be the out of nowhere switch to a basic class in scripting that kills any momentum the game had brought up, and its self aware referral to how badly that sucks...as though that fixes the sucking? I...just wish that the mark of Double Fine hadn't been a mark of disappointment since 2009. Unfortunately, the last thing they made that lived anywhere near the hype it got was Brutal Legends...and as that exists you should be playing that instead of this.
买Spacebase DF-9送这个,原则上对于赠品不该有什么要求,但你这个也太离谱了,第一次打开卡在初始界面,二三四五六七八次启动都卡在捡完剑出门的时候,走两步闪退了按两次e闪退了,14年的游戏,不至于吧。
만약 게임 프로그래밍 언어를 주로 쓰는 초 고도 하이테크 문명 외계인이 살았다면 저 때문에 대전쟁이 일어났을 수도 있을 것 같습니다... 플레이 하시는 분들이 만약 lua 언어를 쓸 수 있다면 코드가 눈에 보이실 것 같아 부럽습니다. 저는 초반 부분까지 어떻게든 하다가 중반쯤 되니까 게임 코드 자체를 어떻게 역순으로 해석해야하는지 자체를 이해를 하지 못해서 가이드와 영상을 보고 플레이를 했습니다.. 완결까진 어떻게 보긴 했지만 게임으로서의 감상보다는 코드를 짜서 게임을 만드는 프로그래머 분들이 정말 대단하다고 다시 느끼게 되는 게임이었습니다. 고로 이건 게임보단 lua 언어를 사용해서 이런 게임을 만들어봤어요! 를 직접 보여준 발표자료 같은 기분으로 게임을 플레이 했구요. 튜토리얼이나 가야하는 길을 스스로 계속 찾아야 하는 것이 답답하신 분들은 이 게임을 하시면 안 되는 것 같습니다. 추가로 프로그래밍 언어를 이해하지 못하시는 분들도 마찬가지입니다... 게임의 의도나 기능들은 너무 좋았는데 캐릭터가 발판에서 밀려서 추락하는 버그 등 게임으로서 아깝고 아쉬운 점이 많다고 느낍니다. 접근성이 특정 사람들에게만 확실하게 나뉘기 때문에 취향이라면 해보시고 아니라면 젤X의 전설 하러 가시는걸 강력 강력 추천드립니다.
i played this a while ago so my memory is hazy, but i remember enjoying it. puzzle solutions can be obtuse at times, but i think that made it more endearing. making the jump from just editing variables to editing entire chunks of the game's code (even if it was just swapping out operations) was really cool to me. doesn't deserve 58% positive reviews imo, its better than that
Neat game in theory! The first few puzzles are fairly novel. Can't really recommend it, as a puzzle or two were more baffling, health getting set to 0(by a ...bug?), and setting a wish key to 99 would cause string/number conversion errors. Could I go in and edit the code/use CheatEngine? Sure. But I try to follow the experience and the 'on rails' path feels like it wasn't pushing me to code just yet.
And after all this time i figured out you don't have to skip the end boss fully.
파이썬정도의 코딩지식만 있다면 시도해보면 재밌을만한 게임
feels like a techdemo and not in a good way
I love this game, have played it in past. And now I got it on my account. Finished in 7.5 hours!
Cute but short.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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