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Game » consists of 1 releases. Released Dec 12, 2012
Games that ask the player whether they are sure about the decision that they have just made.
These games let players see the credits without needing to play the game first.
The concept of purchasing media and having it delivered over the internet. No physical representation of this content is given, and although the content resides on the user's hard drive they are typically granted a license to the product, rather than ownership of it.
Electronic music is one of the broadest classifications of music, and has been a staple of video game soundtracks since the 90s. The genre's main trait is the use of electronic instruments.
A fake glitch is a "glitch" coded into the game, designed to confuse, scare, or amuse the player.
Advertisements sometimes appear in game as a spoof on real-life advertisements, or to further envelope the player in the video game world.
Freeware games are those which have their full versions legally free to download or otherwise obtain.
The concept of a game referencing another game through mockery, parody or even directly. A game reference to the same franchise does not count.
Games that feature an unexpected change to the core gameplay (not just a minigame).
In some games, either after completing the main game or as part of the game itself, players must replay a harder version of the same level. This is not classified as a different difficulty level, as the levels usually add new mechanics or enemies.
A heads-up display is a graphical overlay of vital information used in most modern games.
A hub is the central location from which a player can venture out into different areas of a game. It is often used as a clever way of masking loading between levels or worlds.
A bridge made using whatever is available at the moment; used as a method to cross obstacles, such as gaps or bodies of water.
It's arguably the one move that symbolizes the medium to those outside it. The ability to jump, be it onto a building, a platform, or a skull, is one of the all time most important abilities ever put in a video game.
Games that allow the player to choose which level to play next, rather than a fixed linear order.
Platforms conveniently moving you towards your destination to allow the crossing of large expanses which would otherwise be impossible to cross.
Some games feature the ability to switch the gameplay camera perspective between first and third person, either as an option or as a gameplay element.
Any type of puzzle that involves changing the perspective, usually by manually moving around the camera to line up items in the environment.
A place to fall, often bottomless, usually resulting in death.
Third-party developers and publishers occasionally engage in the practice of releasing a title or piece of DLC on only one platform for any number of reasons. Sometimes these are permanent while others are only platform exclusive for a certain window of time.
Who needs 2D when we've got 3D? 3D, or 3 dimensions, is what we're used to seeing in almost every game these days, letting us do all sorts of awesome stuff like run in circles!
Puzzles may need to be solved before the player can progress to the next section of the game. Often it may not be clear to players exactly what the puzzle is, or whether the an in-game items needs to be attained before it is even possible to solve it.
Puzzle platformers are platform games where the key aspect involves solving riddles and puzzles, rather than combat.
Platforms that spin around their own axis. May cause disorientation.
Games which have nothing to do with each other, but have the same title.
Games whose titles consist of a single word.
While most games' end credits differentiate whom did what and what position each person holds in the company, games with single-entity developer credits present the entire staff of the development house as an equal member of the team with an equal influence in the creation of the game. More often than not, the team is listed in alphabetical order.
Sometimes when players beat a game, the credits sequence will end with the phrase similar to, "Thank you for playing!".
It's the designer's go-to guy. If they want to steer a player in a given direction they'll lock an in game door and force the player to find a way to either unlock it or find an alternate route.
You don't know how to play our game, so we'll teach you how.
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