Thanks for that insight IndieKiwi! It gives me a much better idea of how it basically works. Haha yup, unrealistic scores are definitely one way of knowing it has been hacked or not, but I am afraid it might not really work for what I am trying to set up.
This is what I am trying to do, I want to create a puzzle game, and the first 10 people to solve it will win a small gift. Haha that is why I wanted to find a way where I could detect if the results has been altered and the game has been hacked. Of course, if they claim to complete it in just a few days than of course I highly believe it is unlikely due to the nature of the game.
Just a thought though, since they are targeting variables that alter scores and the main aspect of the game, do you think it is effective for me to setup a sort of simple replay of the game they did? For example, each time they solve a small part of the puzzle, it stores it, than adds a different value when it reaches a certain milestone, save the amount of powerup they actually have at the beginning and how many was used in each level, and time milestones spent playing the game. This file would never be used to affect any of the gameplay, just store it in the game and than when they complete it, they have to send an email directly from inside the game and than the game will send me the data than I can check to see if all the variables add up.
Do you think this is effective and the hackers will ignore the seemingly useless variables, or will the hackers see through this easily as well?