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.
I never get to the point where I had to manage memory. Am I doing something wrong? I just move processes to the CPU in order of highest-starved first, then move them off when they're green.
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
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.
Had to learn this recently when my wife’s computer refused to register requests to boot into bios despite spamming F12 / Del many different times across many different USB ports. Such a pain in the ass.
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.
Computers were first marketed into replacing the work of humans that had a job called "computer" (what spreadsheets finally did)... Operating systems were create to replace computer operators (what they didn't)... For a while some people called compilers "automatic programmers".
The marketing and management of IT always had this fixation with replacing people. It always has been the wrong answer and the real value always came from making people better.
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 do like some of them, like pico 8 is a constrained game programming environment, and it takes me back to the days of the power of qbasic, being able to do dang near anything without burying yourself in a massive layer of abstraction and complexity.
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.
That's why you can speed up the simulation. Certain portions of flight are dramatically more entertaining than others. So take an hour to boot up the 777 from cold and dark, setup all the computers and management, do all the preflight, manage taxi and takeoff, then run the actual 7 hour flight at 10x speed so you can do the fun landing.
But even games that seem like just a job can be fun. Euro Truck simulator is fun because you are entirely self directed. Each job produces tangible results and you feel yourself progressing in a clear way that you often do not feel in a real job.
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).
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.
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.
The game got too tedious to play by hand, so I wrote a script to play it automatically. It handles CPU, I/O, and processes quite well - but doesn't recognize a crown on a process and doesn't handle memory management at all.
I found that even on the easy level, the number of processes keeps growing slowly, and there isn't enough CPU time to keep all processes satisfied. I feel like the game is inherently setting you up for failure. Here is the script if anyone wants to play with it:
// ==UserScript==
// @name Auto-play "You're the OS!" game
// @include https://plbrault.github.io/youre-the-os/
// ==/UserScript==
(async function() {
const IO_EVENTS = {x: 160, y: 25};
const CPUS = 4;
const CPU1 = {x: 50+46, y: 50+42};
const SQUARE = {w: 64+5, h: 64+5};
const PROCESS = {x: 50+46, y: 155+42};
const PROCESS_ROWS = 6;
const PROCESS_COLS = 7;
let cnv = document.querySelector("body > canvas");
while (cnv.width != 1280 || cnv.height != 720)
await new Promise(res => setTimeout(res, 100));
while (true) {
const pixels = new Uint32Array(cnv.getContext("2d").getImageData(0, 0, cnv.width, cnv.height).data.buffer);
function getPixel(x, y) { return pixels[y * cnv.width + x]; }
if (getPixel(IO_EVENTS.x, IO_EVENTS.y) == 0xFF808000);
await pressKey("Space");
let cpuStatuses = [];
for (let i = 0; i < CPUS; i++) {
const p = getPixel(CPU1.x + SQUARE.w * i, CPU1.y);
cpuStatuses.push(
p == 0xFF000000 ? 1 :
p == 0xFF9A9B9B ? 2 :
p == 0xFF00FF00 ? 3 :
p == 0xFFE6D8B0 ? 4 :
0);
}
let processStatuses = [];
for (let r = 0; r < PROCESS_ROWS; r++) {
for (let c = 0; c < PROCESS_COLS; c++) {
const p = getPixel(PROCESS.x + SQUARE.w * c, PROCESS.y + SQUARE.h * r);
let s =
p == 0xFF000000 ? 1 :
p == 0xFF9A9B9B ? 2 :
p == 0xFF00FF00 ? 3 :
p == 0xFF00FFFF ? 4 :
p == 0xFF00A5FF ? 5 :
p == 0xFF0000FF ? 6 :
p == 0xFF00008B ? 7 :
p == 0xFF000050 ? 8 :
0;
if (s >= 3)
processStatuses.push({r, c, status: s});
}
}
processStatuses.sort((a, b) => a.status - b.status);
for (let i = 0; i < cpuStatuses.length; i++) {
if (cpuStatuses[i] < 1)
continue;
if (cpuStatuses[i] >= 2)
await pressKey("Digit" + "1234567890".charAt(i));
const p = processStatuses.pop();
if (p !== undefined)
await clickMouse(PROCESS.x + SQUARE.w * p.c, PROCESS.y + SQUARE.h * p.r);
}
await new Promise(res => setTimeout(res, 300));
}
async function clickMouse(x, y) {
const rect = cnv.getBoundingClientRect();
const opts = {
bubbles: true,
clientX: rect.left + x * rect.width / 1280,
clientY: rect.top + y * rect.height / 720,
};
cnv.dispatchEvent(new MouseEvent("mousemove", {...opts, buttons: 0}));
cnv.dispatchEvent(new MouseEvent("mousedown", {...opts, buttons: 1}));
cnv.dispatchEvent(new MouseEvent("mouseup", {...opts, buttons: 0}));
await new Promise(res => requestAnimationFrame(res));
}
async function pressKey(code) {
cnv.dispatchEvent(new KeyboardEvent("keydown", {code, bubbles: true}));
cnv.dispatchEvent(new KeyboardEvent("keyup", {code, bubbles: true}));
await new Promise(res => requestAnimationFrame(res));
}
})();
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.