DOOM: A Megawad in Two Weeks is a 16-level megawad for Doom II and the ZDoom source port, created by members of the Doomworld community, led by Alexis Aiello (Vegeta). As the name implies, this project was built over the course of two weeks, and includes three new boss enemies via DECORATE – despite this though, the WAD otherwise follows the classic Doom gameplay formula.
Steam is a color matching game with a strong arcade element.
The player controls Tisha, a little girl riding a steampunk locomotive shooting colored balls from a mounted cannon at ball dispensers (in the first levels they are mole mounds). The train tracks circulate those dispensers as they keep filling the inner field around them with balls. Matching 3 or more balls of the same color makes them disappear. If the spheres accumulate, a floating time bomb appears. Its detonation ends the game.
The riding stable at the old mill is going to shine with a new gleam: the condition of the riding hall is alarming, there's a draught in the stall and no one wants to live in the guest house. But that's all in the past, because now you've arrived and are bringing your worst rivals to the edge of despair. Stall, riding hall and guest house will be renovated and soon you'll have enthusiastic guests who are happy to pay for their stay. With the proceeds build a new breeding stall, and soon the first foals will be frolicking with their mothers on the heath. Later you train the foals with the longe and can sell them to interested parties whom you trust. Horse owners will also be happy to call on your services for massages for their four-legged friends. Your own horse is also in the stall and loves to go on exciting rides through the woods, on the beach and in the mountains. Once you've trained enough, you can participate in numerous cross-country races, and each Sunday you can win a cup! Show your rivals that by living
Game, game, game and again game is a digital poem, retro-game, an anti-design statement and a personal exploration of the artist's changing worldview lens. Much of the western world's cultural surroundings, belief systems, and design-scapes, create the built illusion of clean lines and definitive choice, cold narrow pathways of five colors, three body sizes and encapsulated philosophy. Within net/new media art the techno-filter extends these straight lines into exacting geometries and smooth bit rates, the personal as WYSIWYG buttons. This game/artwork, while forever attached to these belief/design systems, attempts to re-introduce the hand-drawn, the messy and illogical, the human and personal creation into the digital, via a retro-game style interface, Hovering above and attached to the poorly drawn aesthetic is a personal examination of how we/I continually switch and un-switch our dominant belief systems. Moving from levels themed for faith or real estate, for chemistry or capitalism, the user triggers correcte
QP Kiss is a game developed by Orange_Juice for April Fools' day 2007. It's a parody of their QP Shooting series, featuring genderbent characters in a mock-BL game.
Hearts of Iron II: Armageddon is an alternate scenario expansion for Hearts of Iron II. It further allows more time and the player has the ability to choose 1964 as the end point. It allows the adding of modules to ships (such as improved radar, fire-control, anti-submarine or anti-aircraft weaponry) and submits two new scenarios for play, as well as an enhanced AI.
Armageddon also features some other changes and additions such as:
*Player can allow or disallow democracies to declare war on the main menu options screen
*Player may choose when the time of play will end, ranging as early as 1940 to as late as 1964.
*Player may choose to get the full industrial capacity of an annexed country, or not.
*Player may choose to use tech teams of an annexed country or not.
*New brigade attachments for ships.
*Diplomatic option to refuse expeditionary forces from your allies
You begin as a rather ugly man named "Beethro" who travels deep beneath the ground. There are other people down there too, citizens of a mysterious "Rooted Empire", that are carving tunnels and building things. Beethro just wants to know why, but it's hard to get a useful answer. He was always fond of saying "there is no problem that can't be solved with a really big sword," but upon arriving at the underground capital, Beethro is startled to find that nobody seems interested in attacking him. No, for some reason, they would rather persuade him to stand in a very long line.
The ninth game released by Gotmail, in collaboration with Sugiura Metals Company. This game was never translated into English. The player must solve a mystery in a scrapyard.