
A twin-stick arcade shooter with scored levels.
From Mark Brown, Game Maker's Toolkit
Assault Android Cactus hides its chain-every-enemy reward until a player first earns it. The game rewards chaining every enemy in a level. It tracks this silently and only reveals the reward after the player first achieves it.
Mark Brown of Game Maker's Toolkit uses it as an example while discussing ghosting rewards in Dishonored 2. His point is that a hidden reward serves expert players without pushing new ones toward perfection. In his words, it "rewards particularly good players, without confusing new ones about how to play the game".
It silently tracks enemy chains and only reveals the reward after the player first achieves one. Expert players get rewarded without confusing new ones.
Assault Android Cactus hides its chain-every-enemy reward until a player first earns it. The game rewards chaining every enemy in a level. It tracks this silently and only reveals the reward after the player first achieves it.
Mark Brown of Game Maker's Toolkit uses it as an example while discussing ghosting rewards in Dishonored 2. His point is that a hidden reward serves expert players without pushing new ones toward perfection. In his words, it "rewards particularly good players, without confusing new ones about how to play the game".
GamesA Zelda adventure where Princess Zelda copies objects and monsters as echoes to solve puzzles and fight.
GamesNintendo's long-running action-adventure series about Link exploring Hyrule, solving puzzles and fighting Ganon.
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A puzzle platformer where you escape a factory using a magnet and a magnetic field.
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Mark Brown's first game, a puzzle game he made while learning Unity.
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