It's finaly happening! The Steam page for First Person Shouter is live. Please check it out and wishlist if it's the kind of game you think you would like. First Person Shouter lets players destroy the world using the power of their rage, activating their screams into world-altering attacks. It’s just like a normal video game, but louder. MUCH LOUDER!!! The game features six carefully crafted artisanal worlds that reflect the bespoke frustrations of the modern world. From waiting rooms to traffic jams, we have all the least favorite experiences ready for your personal destructive pleasure. Each level can be played in different ways with different rules, adding to the chaotic joy. Catharsis never felt so good. Each level also contains the hidden possessions of your sad cat, Whiskers. When you find and return those objects, he gets a little bit happier, and you can sleep easy knowing he’s doing well. First Person Shouter will change how players see games forever. So wishlist this game on Steam today and unleash all of your most creative destructive urges. Join us on Discord for more updates and notifications of our demo and early access dates. https://lnkd.in/gkm2KP-E
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Here is a fun version of this game: find the minimum number of Queens, by LinkedIn you need to place before the game solves itself. You can also eliminate squares, instead of placing Queens. Once you learn the methods in the Official walkthrough, you should look to get better, by spending less time marking X's. Even better is to find one or two placements, after which the Game solves itself. A game solves itself when: 1) Auto X's are on, 2) there is always just one colour left after each move, until the game is solved. In Game 104, can you guess how many colours or squares that you need to place before the game solves itself? Surprisingly, for such a simple game, you have to place more than a single Queen before the game solves itself. I placed an X at R2C4, try to find the justification for that. As you can see the game now unravels & solves itself.
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🕹 Today is Pac-Man's 44th birthday!!! 🕹 The game Pac-Man was designed by Toru Iwatani and released by the Japanese company Namco on May 22, 1980. Few fun fact about game: 🎭 Original Name: The game was originally called "Puck Man" in Japan, deriving from the Japanese word "paku," which means to chomp. However, the name was changed to "Pac-Man" for the international release to prevent potential vandalism of the arcade cabinets, such as altering the "P" to an "F." 🖼 Influence on Design: Toru Iwatani was inspired to create Pac-Man while eating pizza. The pizza with a missing slice resembled a mouth, leading to the design of the character. Iwatani also aimed to create a game that would appeal to both men and women, unlike the violent themes common in many games of that era. 👻 Iconic Characters: The ghosts in Pac-Man are named Blinky (red), Pinky (pink), Inky (cyan), and Clyde (orange). Each ghost has a unique personality and behavior pattern, making the game more complex and strategic. 🎮 Cultural Impact: Pac-Man became a cultural phenomenon in the 1980s, inspiring an animated TV series, a top-ten single ("Pac-Man Fever"), and a wide range of merchandise. 💯 Perfect Score: The maximum possible score in the original Pac-Man game is 3,333,360 points. This involves eating every dot, fruit, and ghost on all 256 levels without losing a single life. The first person to achieve this perfect score was Billy Mitchell in 1999. ✴ The Split-Screen Level: The 256th level of Pac-Man is infamous for its "split-screen" glitch. Due to a bug in the game's code, the right half of the screen becomes a jumbled mess of letters and numbers, making it impossible to complete the level.
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Bubble Shooter Pop https://lnkd.in/dZ2h3-H4 Colorful bubbles are taking over the game space, and in the exciting new online game Bubble Shooter Pop, it’s up to you to stop their advance. On the screen, you’ll see a game board where bubbles of various colors will appear at the top and slowly descend. You’ll have control over a launcher that generates single bubbles. Using a dotted line to guide your aim, you can calculate the trajectory and fire. Your goal is to hit clusters of bubbles that match the color of the one you shoot. By doing so, you’ll destroy them and earn points in Bubble Shooter Pop.
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The First Descendant is a perfectly distilled dopamine train that blends the best parts of several live service games and I want to talk about it. Firstly, do you remember Outriders? the third person Looter-Shooter from Square Enix that everyone thought was going to be a live service? Yea that one! well leading up to its release there was a ton of people who were just not interested. People were sick of live service elements creeping into games where they just were not needed but it releases and lo and behold, It is not a live service game. Turns out its a 3rd Person Diablo like that is focused on replaying areas of the game at progressively higher difficulties. So how does this tie into The First Descendant? The First Descendant is the game everyone thought Outriders was going to be, sorta. By blending some of the best aspects of the games that came before it we end up with a live service game that is free to play that feels good to play and interact with. Here is a list of some of the greatest things that make this game stand out. Respects players time with always having something worth crafting or collecting Has adjusted the resource drop rates and quantities 3(?) times since launch to support player behavior Fair crafting times for weapons allowing players to constantly have new toys to play with Fantastic mission pacing and placement. every mission ends within 5 meters of the start to the next Patrol zone like areas that push random players to help each other with drop in drop out seamless missions Visible drop rates on all items for crafting and more (but this is getting lengthy) Overall after putting 100 hours since launch (thank you playstation for tracking that, makes me feel great) I can highly recommend this game for anyone who wants something like Destiny or Warframe in the catalogue but is being held back by the massive amount of content or other barriers that hold them back.
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In our game, we are seeing a behavior that truly baffles me. I'm curious if any of you have any type of explanation. Our game demo is live on Steam (https://lnkd.in/giAk9qY5). We are seeing an oddly large percentage of our players who open the game, "play" for 1 minute and then close the game. Like, this is not even enough time to hit the Play button. Can anyone suggest an explanation for why a Steam user would install a game demo, open the game, and then almost immediately close it?
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Enchanted Coin ✨ In our previous post, we talked about 2 major problems of coin toss casino games - fast disengagement and questionable financial sustainability. Today, we are going to talk about how we at Gamanza Games addressed those issues. We took the problems all the players face when playing the game and came up with some fun solutions. 🎉 How did we solve disengagement and low profit? Edge – In every coin toss game you have 2 options, heads or tails. Having two 50-50 options cannot provide a big win. Introducing edge as an outcome of a toss, the game can now payout up to 12x. Sequence bet – Coin toss games usually let you put one coin, you then wait to see if it it falls on heads or tails, if it is the side that you bet on, you win and if not, you lose. What we did here, is that in our game you can put up to 3 coins. That means more chances to win higher prizes and it's way more interesting to play when you know there are multiple outcomes. If all 3 coins are on the edge, you can win 1900x more money then what you bet. 🎲 Different coins – Instead of only playing with one simple coin, here you have 10 different ones. You start with a bronze coin, as you play more you can unlock diamond, obsidian, ruby or even magma coins! 🪙💎🔥 We hope you like the solutions that our team came up with and are eagerly waiting for our newest game. Stay tuned so you can see in which markets will the game be available! 📢🎮 2/2
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My partner and I are trying something new and attempting a board game challenge called 10x10 Challenge where we play 10 games, 10 times each and see the results over the year. This means we play at least 100 games over the year! We picked 10 games out of our collection to start with. Games had to be somewhat fast (1.5 hrs or less) as we can only play after bedtime. Some of our favorites take 2-3 hours so those were not on the list. Most of these games we chose we've played loads of times, so we can play them in our sleep. We really like strategy games with worker placement, engine building, or resource management mechanics. Game choices might change over the year as we kickstart/buy more. This is encouraging us to spend more time together plus feed our board game addiction. Our game play has dropped significantly since our son was born so this will be a fun challenge. My win rate so far is 100% which is not a surprise. I only played 15 games last year which I had a 73% win rate. My partner on the other hand had 26 plays with an 11% win rate. I did promise in my wedding vows to let him win a game or two. We'll see over time if it happens! We've already got a list started of what we want to introduce our son to as he grows up. What is your favorite board game or board game mechanic? If you need suggestions, hit me up!
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Our Demo is finally out! If you like action packed survival horde shooters, then this is the game for you!
The "Void Mother: Survivor Demo" is live on steam and GameJolt! Play the game, Join the Discord and don't forget to Wishlist the game! //Many thanks The Borrowed Soul Studio Team Steam Link: https://lnkd.in/dUVw_TmT GameJolt Link: https://lnkd.in/dMEmgSD3 Discord: https://lnkd.in/d5qVzinr
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If you haven't yet read the Ryan K. Rigney duology of how to find market signals for games, I highly recommend it. Part one: https://lnkd.in/d2KfJeeN Part two: https://lnkd.in/di4dBW8h The concept of approaching the marketing signals as traffic lights is brilliant. I'll quote it here: "I’ve started to think of market signals as almost like a series of traffic lights that you pass through on the road to releasing a game. 🟢 Green lights (which are very rare) mean you’re crushing it—exceeding expectations. 🔴 Red lights (which are more common) mean there’s something that needs correcting. Too often, you get 🟡 flashing yellows. What do these mean? Maybe nothing. Maybe that you need to proceed with caution." It's so simple yet so deep. I love it. And another quote (now from the former Apex Legends Game Director): "Never design a game based on metrics. Design a game based on a vision the team is passionate about. Use metrics to learn where not to go, not where to go." There is so much more there.
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After creating the game interface, now its time to place the 'X' and 'O' marks and make the game playable. So, I create a function to place the 'X' and 'O' marks on gameboard and I used switch loop for it. In switch loop I place the co-ordinates ( e.g. x = 50; y = 85 ) of numbers ( from 1 to 9 ) which are on the gameboard for replacing the numbers into 'X' and 'I'll marks. After that, I create a function for check win condition and in this function I include total 8 conditions and whenever this condition will fulfil the winner player will be shown below the 'Winner' text and whenever the match will be drawn the 'Draw' text will be shown below the 'Winner' text. Here is the clip of game :-
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PR & Communications Assistant | Freelance Illustrator
8moThe kitty is so cute but also hilarious with the destruction of its surroundings 😂 Super excited to try this game, I think many students would love it after finals ( and working adults 🥸)