Endless survival in the frozen wastes.
Enter to start
F2 to restart
Space to shoot
Arrow keys to move
Starts in full screen mode
Alt+Enter should exit full screen mode
Realistic chick sexing game program. Determine a chick's gender through subtle visual cues. Almost as exciting as the real thing! Yes.
If you are having trouble, try watching the short documentary video about real life chick sexing. you can learn the technique from there.
hint: technique is at 3:14
Another dumb score thing. Shoot cow-men, but try not to fuck up the walls too bad~
Another TOTALLY FUCKING RHINOCEROS release from Spindley Crew... ____ __. _________ | |/ _|____ ____ / _____/ | < \__ \ / _ \\_____ \ | | \ / __ \( <_> ) \ |____|__ (____ /\____/_______ / \/ \/ \/ A Mother-Fucking Klik & Play Fractal Zoomer Released at Action Point 2012
Controls: * Space bar to start * Click on a pixel to zoom at that spot * R fully zooms out * C cycles through colour schemes GREETZ TO: Secret European Software Cracking Unit, XaoS team, `snapman, mojofltr, bc_, Smedis2, EffBee, and anyone else who enters AP2012 and every member of the Klik of the Month Klub
An exercise in frustration starring the titular Blue Boxer, your objective is to beat the crap out of all the joggers, proud warrior guys, kangaroos, bees, and evil clouds that get in your way.
Here's version 1.1.1 of some Twine macros to play sound files with HTML5 audio.
These macros accept either strings or string variables as their first argument. I recommend you set the filenames to specific variables and then use those as arguments to the macros.
<<playsound "carolofthebells.mp3" >> plays the file "carolofthebells.mp3" from the start.
<<loopsound $heartbeat >> starts playing $heartbeat, over and over. Note: currently browsers are not that good at looping audio seamlessly - brief silences between loops may occur.
<<fadeinsound $heartbeat >> is identical to loopsound, but fades in the sound over 2 seconds.
<<unloopsound $heartbeat >> makes $heartbeat no longer repeat when it finishes.
<<stopsound "birds.ogg" >> stops playing "birds.ogg". When <<playsound "birds.ogg" >> is used again, it will start from the beginning.
<<fadeoutsound "birds.ogg" >> is identical to stopsound, but fades out the sound over 2 seconds.
<<pausesound "trees.ogg" >> pauses "trees.ogg" at its current location. Use <<playsound "trees.ogg" >> to resume it.
<<stopallsound>> stops all the sounds.
There's a lot that can be done to expand on this. Something I might add is a way to bind looping sounds to a specific passage tag. So, you could perhaps write <<tagsound "trees" "Howling_Monkeys.mp3">> and then give a passage a tag of "trees", and it will keep looping "Howling_Monkeys.mp3" if you're at such a passage, and stop it when you leave. Also on the list of possibilities: support for base64-encoded sounds (which no one except me will ever use).
Regard this script as public domain using CC0. I don't really care for attribution - if you're using Twine, you're already running code I wrote. It's welcome if you want, but entirely optional.
Save the trains!!! Hahaha no don't.
You're dirty! You should take a bath! DO IT NOW.
This game was made in 3 minutes, and it had the record for quickest-made game in the Kart until it was beaten like five seconds later.
An intense jump action pumped platform adventure.
you must find yourself... a truly emotional experience