while (true);


My new game Halting Problem is shaping up really well! I think I’ve been a bit cryptic in descriptions of the game so far, so I thought it was time to say something more concrete.

In Halting Problem, you solve puzzles by creating infinite loops.


16 Comments so far

  1. IndieGamePromoter on May 31st, 2013

    I love you, Terry. xD

    I know this will be amazing. Can’t wait.


  2. Zanzlanz on June 1st, 2013

    That’s such a cool and unique idea! You’re one of, if not THE most creative developer I ever known. I really like the ambient touch to it, as well.
    I am quite excited for this! Don’t worry though, I won’t go as far as to buy an iPod for it like I did for Super Hexagon, haha. On that note, is this a PC game?

  3. Terry on June 1st, 2013

    aw shucks guys 😮

    It’s definitely gonna be on PC!

  4. Raffa on June 1st, 2013

    Oh, that’s so neat! And I’m so glad it’s for the PC. I hope you keep being amazing, Terry!

  5. Brownd on June 1st, 2013

    omg yes 😀

  6. Cheesecake on June 1st, 2013

    Terry, are you gonna get another SoulEye or Chipzel to make this game semi-music based? Infinite loops seem inherently musical to me (every time a piston touches a block it plays a note, forming a melody and such). Can’t wait to see this in my Steam library!

  7. st33d on June 1st, 2013

    I think would work on an iPod as well wouldn’t it? Unless I guess it’s more than arrow keys to play.

    Looking pretty sweet tho.

  8. TheJonyMyster on June 2nd, 2013

    Two things. Is there going to be a Mac version? Also, I think that the box should kill you if you touch it, so you have to time your runs.

  9. Eric Mill on June 2nd, 2013

    Not to throw something at you that could potentially put *you* into an infinite loop, Terry – but Cheesecake’s right about sound. There’s a musical synchrony thing here waiting to be done.

    I’m curious about the algorithm you use to determine when the puzzle has been solved. 🙂

  10. Stian Stark on June 2nd, 2013

    And yet another awesome idea no-one seems to have come up with until now. Whatever method Terry uses for brainstorming, it is working! 🙂

  11. isma94 on June 3rd, 2013

    bool looks_amazing = true;

    cout << "You're a genius :D";

  12. pubjoe on June 6th, 2013

    Brilliant! What a great idea. Triggering infinite loops in games is so satisfying.

    I love the musical syncing idea too. Another highly satisfying gameplay element. In this case, symphonic triggers could act as hints which finally end up in the correct order and rhythm when all has been clicked into place. Then you can enjoy a full short loop of music, and maybe jazzed up a little when it’s complete.

  13. pubjoe on June 6th, 2013

    … Or jazzed up a lot – giving you a little heroic feeling while the music bursts into life as you leave the stage.

  14. Auckland Gangsta on June 16th, 2013


  15. K. on July 7th, 2013

    @Eric Mill: Easy. Keep a list of every state the current level has been in.

    1) If there’s any user input, clear the list-of-states.
    2) If the current state is identical to the previous state, do nothing.
    3) Otherwise, if the current state is already in the list, you win!

    This is possible because you’re specifically finding infinite loops, not merely non-halting states. Also the level is of finite size.

  16. schmolch on July 11th, 2013

    I will auto-buy everything you put on the play-store Terry. Thank you for Super-Hexagon, i can say with certainty that it is the best game I played in my life (I’m 36).

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