The goal in the game is to destroy the robot mothership. You do this simply by moving your ship directly over the mothership and waiting for the timer to count down. Of course, the defense ships will destroy you first, so you have to find a way to reprogram the individual alien ships so they let you sit on the mothership.
I was actually inspired by Hellgate: London. Not by the game itself, but by the loading screens, which featured amazing "magic runes". I immediately thought, "wouldn't it be cool if those runes meant something? Wouldn't it be cool if the secret magic runes were actually programming code?"
I actually then found a couple of fantasy novels about "magic=programming", and they were okay. I wanted to experiment with the concept of programming as a game, and (of course) I had 2D spaceships lying around, so Spacehacker was born. The language itself is a very simple assembly-like language, with "opcode" instructions that take 1,2, or 3 arguments, and a very "Go-to" structure (no explicit functions).
After I built Spacehacker, everyone I showed it to bounced off. The real programmers said, "I see what to do, but it doesn't look any fun." Everyone else said, "What do you do?!?" They all agreed that the game might work as a language tutorial, IF I radically changed the game to have a MUCH flatter learning curve. But for me it was just another experiment, so I moved on.
Creator of Artemis