The Stack Machine by seshoumara

The Stack Machine is a brand new, state of the art computer that is programmable using punch cards. A card has 10 columns. The machine's clock is 1 Hz, so cards finish running every 10 seconds.
Each column is one instruction or data point. With Data pressed you can punch the necessary task input numbers, then with Data off you punch the instructions needed to solve the problem. Use Shift to get access to more instructions.
But to the machine data is code and code is data. You'll notice the card can only punch numbers from 0 to 9. If you need 12 type for ex the instructions 93+. Once you punched a card add it to the source deck that will be executed. You can sort the cards there. Good luck intern! The future needs you.

I made this game in 72 hours for the Ludum Dare 51 jam, my first LD ever. You may encounter some bugs! I would greatly appreciate your feedback. Design, art, sounds, programming are done by me. I used the Godot game engine, v.3.5, the JetBrainsMono font and sfxr for sound effects.
| HTML5 (web), itch.io | https://seshoumara.itch.io/the-stack-machine |
| Windows, itch.io | https://seshoumara.itch.io/the-stack-machine |
| Linux, itch.io | https://seshoumara.itch.io/the-stack-machine |
| Original URL | https://ldjam.com/events/ludum-dare/51/the-stack-machine |
Ratings
| Overall | 212th | 3.875⭐ | 22🧑⚖️ |
| Fun | 183th | 3.875⭐ | 22🧑⚖️ |
| Innovation | 109th | 3.95⭐ | 22🧑⚖️ |
| Theme | 867th | 3.35⭐ | 22🧑⚖️ |
| Graphics | 951th | 2.974⭐ | 21🧑⚖️ |
| Audio | 667th | 2.9⭐ | 22🧑⚖️ |
| Humor | 742th | 2.531⭐ | 18🧑⚖️ |
| Mood | 815th | 3.184⭐ | 21🧑⚖️ |
| Given | 10🗳️ | 5🗨️ |
It reminds me of learning assembly code back in college where we used a table of command definition to write a Happy Birthday To You on a IC chip.
One tip maybe. Instead of just specifying the input in the text. Maybe a punch card with the input values can already be loaded in the machine. Although that means for some levels part of the challenge is already done.
I actually made a similar game as well. Only with assembly code instead of punch cards.
As requested here is my game: [Cobor goes farming](https://ldjam.com/events/ludum-dare/51/cobor-goes-farming)
Like in 'real' programing, I love how there are many solutions for one given problem, I tried digging with fewer inputs for instance... it felt like cheating ahah!

One of my favourites! Congrats.
The fact that the "input" was hardcoded into the description without any randomisation makes this feels more like a toy/sandbox than a game, because it's only up to me to decide whether I really fulfilled the goal or not. That's fine for some of the programs but for the "digging" for example, it can be interpreted in different ways: do I just drop all the values? Do I need to keep them on the stack, in the same order?
Moving the manual into its own PDF is a lot of effort and might seem a bit esoteric but for these kinds of games it really does make sense: have an actual "document" to consult while playing the game in another window/screen. On that topic the text needs to be more clearly structured and proofread otherwise it can only lead to more confusion.
The card stack system takes a lot of space but I didn't find that much use for it, why not just make the cards longer? Thematically (as in, every 10 seconds), it fits I suppose? Also it makes more sense as a stack of punching cards, but it is also just a bit inconvenient for the player.
It's a cool technique setup for sure. Though obviously still a little limited so there's a lot of cheese. Which I am always happy to mess with fro sure. Though it did remove a lot of the puzzle challenge or interesting unfortunately. Which to be fair, it's kinda hard to make a full system like this in 72 hours so good on what you managed.
Though I will say the game is very obtuse when you're getting into it, there's not too much of a slow introduction so much as EVERYTHING is there right away. IN the tips and hidden down the lists etc. I personally would've preferred a bit more of a tutorial, but ya know, 72 hours. Would be a nice post jam additions though for sure.
That and maybe making it a little less scroll heavy etc. because there was a lot of information down there that I did not know was t3here until I double triple checked/was told. So making it more, card based etc. could be useful, or just having some of it in more accessible locations, say a side bar etc. would maybe help with that.
Overall though a really cool technical setup and an interesting selection for the theme but a bit obtuse which makes sense for the time frame and the concept. I'm interested to see some possibly more cheesy puzzles, but likely less cheesy and more info.
The aesthetic of punch cards is neat too. It reminds me of one of the computer science classes I had in the university.
In my opinion there should be some more explaination of the commands in Shift. I had to figure them out myself, and doing reverse engineering is boring.
Overall very good job though!

I'm not sure if there wasn't any checking to see if my data was correct or if I was just always doing it correctly. Anyway, ended up finishing the whole thing, I wish there were more things to do though!