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state=CHASE vy+=G*dt shake(0.3) perlin(u,v) fadeOut(1.0) RAYCAST LIGHTMAP MINIBOSS cross(a,b) sign(vx) FRAME if(combo>best) WEBGL moveTo(next) ease=t*t SKELETON vy=min(vy,MAX) ox=cx+cos(a)*d if(see(player)) perlin(u,v) orbit(t) shuffle(deck) FADE oy=cy+sin(a)*d present() dot(n,l) HITBOX MESH vx*=0.9 UPGRADE hitstop(0.05) play(hit) spin(0.05) shuffle(deck) spin(0.05) y+=vy*dt perlin(u,v) SPAWN scale=1+p*0.2 MINIBOSS WALK x+=vx*dt seed^=seed<<13 placeChest() dt=1/60 GAMELOOP fadeOut(1.0) STAMINA CRAFTING GRAVITY draw(sprite) PARRY GARBAGE play(hit) PLAYTEST if(see(player)) wave=sin(time*2) update(dt) SPRITE normalize(v) state=CHASE vy+=G*dt shake(0.3) perlin(u,v) fadeOut(1.0) RAYCAST LIGHTMAP MINIBOSS cross(a,b) sign(vx) FRAME if(combo>best) WEBGL moveTo(next) ease=t*t SKELETON vy=min(vy,MAX) ox=cx+cos(a)*d if(see(player)) perlin(u,v) orbit(t) shuffle(deck) FADE oy=cy+sin(a)*d present() dot(n,l) HITBOX MESH vx*=0.9 UPGRADE hitstop(0.05) play(hit) spin(0.05) shuffle(deck) spin(0.05) y+=vy*dt perlin(u,v) SPAWN scale=1+p*0.2 MINIBOSS WALK x+=vx*dt seed^=seed<<13 placeChest() dt=1/60 GAMELOOP fadeOut(1.0) STAMINA CRAFTING GRAVITY draw(sprite) PARRY GARBAGE play(hit) PLAYTEST if(see(player)) wave=sin(time*2) update(dt) SPRITE normalize(v) poll(input) y+=vy*dt PROFILER lives-- HEALTH HITBOX TWEEN pos=pos+vel SPAWN render() EASING draw(sprite) DROP aabb(a,b) TWEEN speed=8.0 LEVELUP ATTACK crit=rng()<0.1 TUTORIAL RESPAWN TWEEN VERTEX roll=rng(1,20) shake(0.3) SHADER if(lives==0) CHEST NOISE TUTORIAL score+=100 MEMORY PATROL BUGFIX orbit(t) if(combo>best) BUFF MANA fadeOut(1.0) HUD flood(x,y) perlin(u,v) update(dt) HEALTH flash(0.1) perlin(u,v) SEED state=IDLE sleep(rest) JUMP DODGE flee() neighbors(x,y) tile=map[idx] grid[y][x]=1 speed=8.0 RUN emit(particles) aggro+=1 MEMORY if(tile==WALL) noise(x,y) MESH die() TICK lvl=floor(exp/100) update(dt) WEBGL pick(table) sign(vx) state=IDLE score+=100 speed=8.0 clamp(v,0,1) IFRAMES if(roll>=15) poll(input) y+=vy*dt PROFILER lives-- HEALTH HITBOX TWEEN pos=pos+vel SPAWN render() EASING draw(sprite) DROP aabb(a,b) TWEEN speed=8.0 LEVELUP ATTACK crit=rng()<0.1 TUTORIAL RESPAWN TWEEN VERTEX roll=rng(1,20) shake(0.3) SHADER if(lives==0) CHEST NOISE TUTORIAL score+=100 MEMORY PATROL BUGFIX orbit(t) if(combo>best) BUFF MANA fadeOut(1.0) HUD flood(x,y) perlin(u,v) update(dt) HEALTH flash(0.1) perlin(u,v) SEED state=IDLE sleep(rest) JUMP DODGE flee() neighbors(x,y) tile=map[idx] grid[y][x]=1 speed=8.0 RUN emit(particles) aggro+=1 MEMORY if(tile==WALL) noise(x,y) MESH die() TICK lvl=floor(exp/100) update(dt) WEBGL pick(table) sign(vx) state=IDLE score+=100 speed=8.0 clamp(v,0,1) IFRAMES if(roll>=15) TICK play(hit) if(see(player)) TEXTURE sin(t)*r INVENTORY cooldown-=dt if(combo>best) WAVE VSYNC PROCGEN spawnRoom() FADE tween(x,to,0.4) DEADZONE FRAME PATROL SWARM lives-- combo*=2 lerp(a,b,t) fadeOut(1.0) if(lives==0) RAYCAST AGGRO vy=-JUMP orbit(t) BUFF LOOP MANA cos(t)*r play(hit) hp-=dmg WAVE dt=1/60 MINIBOSS draw(sprite) KNOCKBACK VIEWPORT scale=1+p*0.2 INVENTORY if(roll>=15) if(see(player)) fixedUpdate() VIEWPORT SPRITE cooldown-=dt FIXEDSTEP while(running) GRAVITY length(v) RESPAWN emit(particles) CAMERA speed=8.0 vy=min(vy,MAX) y+=vy*dt STAMINA crit=rng()<0.1 WEBGL HUD score+=100 connect(a,b) RIG ENEMY vy=-JUMP hitstop(0.05) MESH UPGRADE STAMINA lerp(a,b,t) SPRITE MESH PLAYTEST FPS ox=cx+cos(a)*d x+=vx*dt SEED alpha-=dt CRIT DEBUFF aggro+=1 exp+=50 tween(x,to,0.4) TICK play(hit) if(see(player)) TEXTURE sin(t)*r INVENTORY cooldown-=dt if(combo>best) WAVE VSYNC PROCGEN spawnRoom() FADE tween(x,to,0.4) DEADZONE FRAME PATROL SWARM lives-- combo*=2 lerp(a,b,t) fadeOut(1.0) if(lives==0) RAYCAST AGGRO vy=-JUMP orbit(t) BUFF LOOP MANA cos(t)*r play(hit) hp-=dmg WAVE dt=1/60 MINIBOSS draw(sprite) KNOCKBACK VIEWPORT scale=1+p*0.2 INVENTORY if(roll>=15) if(see(player)) fixedUpdate() VIEWPORT SPRITE cooldown-=dt FIXEDSTEP while(running) GRAVITY length(v) RESPAWN emit(particles) CAMERA speed=8.0 vy=min(vy,MAX) y+=vy*dt STAMINA crit=rng()<0.1 WEBGL HUD score+=100 connect(a,b) RIG ENEMY vy=-JUMP hitstop(0.05) MESH UPGRADE STAMINA lerp(a,b,t) SPRITE MESH PLAYTEST FPS ox=cx+cos(a)*d x+=vx*dt SEED alpha-=dt CRIT DEBUFF aggro+=1 exp+=50 tween(x,to,0.4) placeChest() if(lives==0) PROFILER placeChest() ENEMY BUGFIX SEED emit(particles) while(running) HURTBOX RESPEC seed^=seed>>17 rand()%6 spin(0.05) swapBuffers() FRICTION KEYFRAME LEVELUP MESH EASING GRAVITY if(near)attack() VSYNC coins++ RAYCAST atan2(dy,dx) noise(x,y) TILESET TILEMAP ATTACK HURTBOX PARALLAX SCREENSHAKE shuffle(deck) scale=1+p*0.2 VERTEX VSYNC abs(dx) PROCGEN tile=map[idx] if(see(player)) clamp(v,0,1) MINIMAP SHADER clamp(v,0,1) TWEEN combo*=2 shake(0.3) vy+=G*dt DEADZONE COOLDOWN PROFILER IFRAMES speed=8.0 vx*=0.9 CHECKPOINT DUNGEON BUFF PROCGEN DASH OVERLAY COLLIDER gameOver() orbit(t) MINIMAP orbit(t) ENEMY score+=100 DASH swapBuffers() hitstop(0.05) seed^=seed>>17 roll=rng(1,20) placeChest() if(lives==0) PROFILER placeChest() ENEMY BUGFIX SEED emit(particles) while(running) HURTBOX RESPEC seed^=seed>>17 rand()%6 spin(0.05) swapBuffers() FRICTION KEYFRAME LEVELUP MESH EASING GRAVITY if(near)attack() VSYNC coins++ RAYCAST atan2(dy,dx) noise(x,y) TILESET TILEMAP ATTACK HURTBOX PARALLAX SCREENSHAKE shuffle(deck) scale=1+p*0.2 VERTEX VSYNC abs(dx) PROCGEN tile=map[idx] if(see(player)) clamp(v,0,1) MINIMAP SHADER clamp(v,0,1) TWEEN combo*=2 shake(0.3) vy+=G*dt DEADZONE COOLDOWN PROFILER IFRAMES speed=8.0 vx*=0.9 CHECKPOINT DUNGEON BUFF PROCGEN DASH OVERLAY COLLIDER gameOver() orbit(t) MINIMAP orbit(t) ENEMY score+=100 DASH swapBuffers() hitstop(0.05) seed^=seed>>17 roll=rng(1,20) BUFF CRAFTING present() RESPAWN KEYFRAME TUTORIAL MINIMAP poll(input) ENEMY DELTATIME if(dist<r1+r2) tile=map[idx] PATROL NOISE PATROL present() PIXELART seed^=seed<<13 PLAYTEST scale=1+p*0.2 best=combo SHIELD RESPEC connect(a,b) CHECKPOINT RAYCAST oy=cy+sin(a)*d TRANSITION NOISE round(score) play(hit) if(roll>=15) y+=vy*dt JUMP PROFILER TILEMAP swapBuffers() hp-=dmg clamp(v,0,1) TUTORIAL PROFILER SPAWNER TRANSITION fixedUpdate() BUFF CRAFTING present() RESPAWN KEYFRAME TUTORIAL MINIMAP poll(input) ENEMY DELTATIME if(dist<r1+r2) tile=map[idx] PATROL NOISE PATROL present() PIXELART seed^=seed<<13 PLAYTEST scale=1+p*0.2 best=combo SHIELD RESPEC connect(a,b) CHECKPOINT RAYCAST oy=cy+sin(a)*d TRANSITION NOISE round(score) play(hit) if(roll>=15) y+=vy*dt JUMP PROFILER TILEMAP swapBuffers() hp-=dmg clamp(v,0,1) TUTORIAL PROFILER SPAWNER TRANSITION fixedUpdate() length(v) flee() TEXTURE JUMP PLAYTEST tween(x,to,0.4) LIGHTMAP SEED DEADZONE MESH aggro+=1 draw(sprite) aggro+=1 CHEST if(near)attack() ease=t*t overlap(r1,r2) for(i=0;i<n;i++) GRAVITY ox=cx+cos(a)*d alpha-=dt fadeOut(1.0) SPRITE PARRY ATTACK score+=100 flood(x,y) atan2(dy,dx) die() if(combo>best) next=path.shift() if(near)attack() COLLIDER TICK DELTATIME lives-- SEED SWARM PLAYTEST if(roll>=15) present() emit(particles) BUGFIX MINIMAP dt=1/60 SHIELD idx=y*W+x BUFF PARALLAX ATTACK FRICTION path=astar(a,b) FRICTION hp-=dmg lvl=floor(exp/100) roll=rng(1,20) dt=1/60 vy+=G*dt length(v) flee() TEXTURE JUMP PLAYTEST tween(x,to,0.4) LIGHTMAP SEED DEADZONE MESH aggro+=1 draw(sprite) aggro+=1 CHEST if(near)attack() ease=t*t overlap(r1,r2) for(i=0;i<n;i++) GRAVITY ox=cx+cos(a)*d alpha-=dt fadeOut(1.0) SPRITE PARRY ATTACK score+=100 flood(x,y) atan2(dy,dx) die() if(combo>best) next=path.shift() if(near)attack() COLLIDER TICK DELTATIME lives-- SEED SWARM PLAYTEST if(roll>=15) present() emit(particles) BUGFIX MINIMAP dt=1/60 SHIELD idx=y*W+x BUFF PARALLAX ATTACK FRICTION path=astar(a,b) FRICTION hp-=dmg lvl=floor(exp/100) roll=rng(1,20) dt=1/60 vy+=G*dt IFRAMES connect(a,b) COOLDOWN combo*=2 atan2(dy,dx) LOOP CHEST rand()%6 RESPAWN ATTACK NPC dot(n,l) UPGRADE FIXEDSTEP y+=vy*dt x+=vx*dt sign(vx) DELTATIME CRIT poll(input) round(score) sleep(rest) hp-=dmg clamp(v,0,1) fixedUpdate() SKELETON IFRAMES vx*=0.9 SAVEPOINT RESPAWN dist=hypot(dx,dy) sin(t)*r pos=pos+vel play(hit) rand()%6 DUNGEON overlap(r1,r2) wave=sin(time*2) LIGHTMAP poll(input) floor(x/TILE) play(hit) lerp(a,b,t) HURTBOX play(hit) shake(0.3) atan2(dy,dx) LIGHTMAP SPAWNER WAVE dot(n,l) while(running) vy=min(vy,MAX) placeChest() IFRAMES PATCH MESH pick(table) IFRAMES connect(a,b) COOLDOWN combo*=2 atan2(dy,dx) LOOP CHEST rand()%6 RESPAWN ATTACK NPC dot(n,l) UPGRADE FIXEDSTEP y+=vy*dt x+=vx*dt sign(vx) DELTATIME CRIT poll(input) round(score) sleep(rest) hp-=dmg clamp(v,0,1) fixedUpdate() SKELETON IFRAMES vx*=0.9 SAVEPOINT RESPAWN dist=hypot(dx,dy) sin(t)*r pos=pos+vel play(hit) rand()%6 DUNGEON overlap(r1,r2) wave=sin(time*2) LIGHTMAP poll(input) floor(x/TILE) play(hit) lerp(a,b,t) HURTBOX play(hit) shake(0.3) atan2(dy,dx) LIGHTMAP SPAWNER WAVE dot(n,l) while(running) vy=min(vy,MAX) placeChest() IFRAMES PATCH MESH pick(table) rand()%6 fadeOut(1.0) GAMELOOP sleep(rest) SKELETON GAMELOOP VELOCITY AGGRO if(near)attack() abs(dx) TILESET moveTo(next) SKILLTREE y+=vy*dt lives-- spin(0.05) DEBUFF CRIT SKELETON flash(0.1) ANIMATION pick(table) aabb(a,b) KEYFRAME neighbors(x,y) vx*=0.9 OVERLAY moveTo(next) TRANSITION KEYFRAME HITSTUN vy=-JUMP moveTo(next) while(running) perlin(u,v) if(see(player)) if(near)attack() if(near)attack() hp-=dmg moveTo(next) length(v) ENEMY sin(t)*r AGGRO crit=rng()<0.1 ox=cx+cos(a)*d KEYFRAME VIEWPORT lives-- sign(vx) HEALTH aabb(a,b) MINIBOSS GRAVITY ENEMY dt=1/60 die() DEBUFF dt=1/60 SEED cos(t)*r gameOver() SPAWN RUN MANA LIGHTMAP if(see(player)) STAMINA rand()%6 fadeOut(1.0) GAMELOOP sleep(rest) SKELETON GAMELOOP VELOCITY AGGRO if(near)attack() abs(dx) TILESET moveTo(next) SKILLTREE y+=vy*dt lives-- spin(0.05) DEBUFF CRIT SKELETON flash(0.1) ANIMATION pick(table) aabb(a,b) KEYFRAME neighbors(x,y) vx*=0.9 OVERLAY moveTo(next) TRANSITION KEYFRAME HITSTUN vy=-JUMP moveTo(next) while(running) perlin(u,v) if(see(player)) if(near)attack() if(near)attack() hp-=dmg moveTo(next) length(v) ENEMY sin(t)*r AGGRO crit=rng()<0.1 ox=cx+cos(a)*d KEYFRAME VIEWPORT lives-- sign(vx) HEALTH aabb(a,b) MINIBOSS GRAVITY ENEMY dt=1/60 die() DEBUFF dt=1/60 SEED cos(t)*r gameOver() SPAWN RUN MANA LIGHTMAP if(see(player)) STAMINA UPGRADE VIEWPORT MINIMAP VELOCITY die() sleep(rest) lvl=floor(exp/100) grid[y][x]=1 VERTEX JUMP wave=sin(time*2) WALK TILEMAP RAYCAST cross(a,b) tween(x,to,0.4) tween(x,to,0.4) aabb(a,b) ease=t*t SPAWNER dt=1/60 SPAWN SHADER CRAFTING sign(vx) vx*=0.9 clamp(v,0,1) orbit(t) neighbors(x,y) LOOT EASING LEVELUP abs(dx) dot(n,l) PROFILER next=path.shift() SKELETON vy=-JUMP TILEMAP if(near)attack() atan2(dy,dx) PARTICLE if(roll>=15) carve(room) speed=8.0 LIGHTMAP state=CHASE FADE present() FRAME TILEMAP vy=min(vy,MAX) orbit(t) UPGRADE VIEWPORT MINIMAP VELOCITY die() sleep(rest) lvl=floor(exp/100) grid[y][x]=1 VERTEX JUMP wave=sin(time*2) WALK TILEMAP RAYCAST cross(a,b) tween(x,to,0.4) tween(x,to,0.4) aabb(a,b) ease=t*t SPAWNER dt=1/60 SPAWN SHADER CRAFTING sign(vx) vx*=0.9 clamp(v,0,1) orbit(t) neighbors(x,y) LOOT EASING LEVELUP abs(dx) dot(n,l) PROFILER next=path.shift() SKELETON vy=-JUMP TILEMAP if(near)attack() atan2(dy,dx) PARTICLE if(roll>=15) carve(room) speed=8.0 LIGHTMAP state=CHASE FADE present() FRAME TILEMAP vy=min(vy,MAX) orbit(t) lerp(a,b,t) CULLING KNOCKBACK y+=vy*dt FRAME CHECKPOINT wave=sin(time*2) WEBGL next=path.shift() HITSTUN PROFILER RESPAWN flee() WALK TRANSITION grid[y][x]=1 SPAWN rand()%6 if(dist<r1+r2) noise(x,y) vx*=0.9 FIXEDSTEP RESPAWN draw(sprite) MANA abs(dx) VELOCITY JUMP seed^=seed<<13 PATROL shake(0.3) PROFILER alpha-=dt speed=8.0 LEVELUP angle+=PI/60 state=IDLE spawnRoom() lvl=floor(exp/100) dt=1/60 vy=-JUMP PATROL MEMORY BIOME CHEST state=CHASE if(tile==WALL) DEADZONE hp-=dmg placeChest() MESH WAVE round(score) shake(0.3) FRAME for(i=0;i<n;i++) IDLE BOSS abs(dx) lvl=floor(exp/100) SPRITE present() flood(x,y) RESPAWN present() sleep(rest) vy=min(vy,MAX) lerp(a,b,t) CULLING KNOCKBACK y+=vy*dt FRAME CHECKPOINT wave=sin(time*2) WEBGL next=path.shift() HITSTUN PROFILER RESPAWN flee() WALK TRANSITION grid[y][x]=1 SPAWN rand()%6 if(dist<r1+r2) noise(x,y) vx*=0.9 FIXEDSTEP RESPAWN draw(sprite) MANA abs(dx) VELOCITY JUMP seed^=seed<<13 PATROL shake(0.3) PROFILER alpha-=dt speed=8.0 LEVELUP angle+=PI/60 state=IDLE spawnRoom() lvl=floor(exp/100) dt=1/60 vy=-JUMP PATROL MEMORY BIOME CHEST state=CHASE if(tile==WALL) DEADZONE hp-=dmg placeChest() MESH WAVE round(score) shake(0.3) FRAME for(i=0;i<n;i++) IDLE BOSS abs(dx) lvl=floor(exp/100) SPRITE present() flood(x,y) RESPAWN present() sleep(rest) vy=min(vy,MAX) roll=rng(1,20) if(hp<=0) PATCH SKELETON shake(0.3) VERTEX seed^=seed>>17 grid[y][x]=1 MINIMAP vy=-JUMP fadeOut(1.0) lvl=floor(exp/100) FADE WEBGL MINIMAP carve(room) PARALLAX ENEMY HURTBOX cross(a,b) BUILD JUMP exp+=50 KNOCKBACK if(roll>=15) HUD clamp(v,0,1) RAYCAST TILESET dist=hypot(dx,dy) sleep(rest) aggro+=1 floor(x/TILE) SWARM while(running) if(lives==0) PROFILER if(near)attack() DROP clamp(v,0,1) gameOver() connect(a,b) if(roll>=15) PARRY HURTBOX update(dt) WALK state=IDLE overlap(r1,r2) BIOME LOOP VIEWPORT shuffle(deck) exp+=50 seed^=seed<<13 DEADZONE GRAVITY PATROL idx=y*W+x cooldown-=dt lives-- atan2(dy,dx) state=IDLE if(dist<r1+r2) onHit(dmg) spin(0.05) moveTo(next) flood(x,y) TWEEN SHIELD VSYNC render() BUGFIX gameOver() SCREENSHAKE roll=rng(1,20) if(hp<=0) PATCH SKELETON shake(0.3) VERTEX seed^=seed>>17 grid[y][x]=1 MINIMAP vy=-JUMP fadeOut(1.0) lvl=floor(exp/100) FADE WEBGL MINIMAP carve(room) PARALLAX ENEMY HURTBOX cross(a,b) BUILD JUMP exp+=50 KNOCKBACK if(roll>=15) HUD clamp(v,0,1) RAYCAST TILESET dist=hypot(dx,dy) sleep(rest) aggro+=1 floor(x/TILE) SWARM while(running) if(lives==0) PROFILER if(near)attack() DROP clamp(v,0,1) gameOver() connect(a,b) if(roll>=15) PARRY HURTBOX update(dt) WALK state=IDLE overlap(r1,r2) BIOME LOOP VIEWPORT shuffle(deck) exp+=50 seed^=seed<<13 DEADZONE GRAVITY PATROL idx=y*W+x cooldown-=dt lives-- atan2(dy,dx) state=IDLE if(dist<r1+r2) onHit(dmg) spin(0.05) moveTo(next) flood(x,y) TWEEN SHIELD VSYNC render() BUGFIX gameOver() SCREENSHAKE
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  • Lay a Beauty to Rest: The Darkness Peach Blossom Spring

    Steam零创游戏(ZerocreationGame)

    Adventure・Casual・Indieジャンルの零创游戏(ZerocreationGame) が開発のSteamで配信中。$13.99、評価 4.81/5(6,464件…

    $13.99★ 4.81 (6,464)

  • Cornerpond

    Steamfoolsroom

    Casual・Indie・Simulationジャンルのfoolsroom が開発のSteamで配信中。$2.99、評価 4.81/5(1,051件)、推定所有者数 約7万人。

    $2.99★ 4.81 (1,051)

  • Lucy -The Eternity She Wished For-

    SteamModern Visual Arts Labo…

    Adventure・Casual・IndieジャンルのModern Visual Arts Laboratory, SEO INSEOK が開発のSteamで配信中。$9.9…

    $9.99★ 4.73 (8,061)

  • Katawa Shoujo

    SteamFour Leaf Studios

    Casual・Free to Play・IndieジャンルのFour Leaf Studios が開発のSteamで配信中。無料、評価 4.88/5(3,806件)、推定所有…

    無料★ 4.88 (3,806)

  • Outlaws of the Old West

    SteamVirtual Basement LLC

    Action・Adventure・CasualジャンルのVirtual Basement LLC が開発のSteamで配信中。$19.99、評価 2.91/5(6,248件)…

    $19.99★ 2.91 (6,248)

  • Coloring Game 2

    SteamL. Stotch

    Casual・Free to Play・IndieジャンルのL. Stotch が開発のSteamで配信中。無料、評価 4.82/5(3,112件)、推定所有者数 約32万人。

    無料★ 4.82 (3,112)

  • Midas Gold Plus

    SteamHolyday Studios

    Adventure・Casual・Free to PlayジャンルのHolyday Studios が開発のSteamで配信中。無料、評価 4.20/5(1,755件)、推定…

    無料★ 4.20 (1,755)

  • The Jackbox Party Pack 8

    SteamJackbox Games, Inc.

    Casual・Indie・StrategyジャンルのJackbox Games, Inc. が開発のSteamで配信中。$29.99、評価 4.44/5(1,348件)、推定…

    $29.99★ 4.44 (1,348)

  • Dungeons & Degenerate Gamblers

    SteamPurple Moss Collectors

    Casual・Indie・RPGジャンルのPurple Moss Collectors が開発のSteamで配信中。$14.99、評価 3.97/5(2,691件)、推定所有…

    $14.99★ 3.97 (2,691)

  • Kind Words (lo fi chill beats to write to)

    SteamPopcannibal

    Casual・IndieジャンルのPopcannibal が開発のSteamで配信中。$4.99、評価 4.89/5(8,936件)、推定所有者数 約32万人。

    $4.99★ 4.89 (8,936)

  • 懒人修仙传

    Steam托更的修罗

    Casual・Indie・RPGジャンルの托更的修罗 が開発のSteamで配信中。$3.99、評価 2.87/5(1,278件)、推定所有者数 約32万人。

    $3.99★ 2.87 (1,278)

  • Clicker Heroes 2

    SteamPlaysaurus

    Action・Adventure・CasualジャンルのPlaysaurus が開発のSteamで配信中。無料、評価 2.57/5(2,817件)、推定所有者数 約32万人。

    無料★ 2.57 (2,817)

  • Home Safety Hotline

    SteamNight Signal Entertainm…

    Casual・Indie・SimulationジャンルのNight Signal Entertainment が開発のSteamで配信中。$14.99、評価 4.54/5(2…

    $14.99★ 4.54 (2,211)

  • Peggle Extreme

    SteamPopCap Games, Inc.

    Casual・Free to PlayジャンルのPopCap Games, Inc. が開発のSteamで配信中。無料、評価 4.68/5(2,415件)、推定所有者数 約3…

    無料★ 4.68 (2,415)

  • Velvet Sundown

    SteamTribe Studios

    Adventure・Casual・Free to PlayジャンルのTribe Studios が開発のSteamで配信中。無料、評価 2.89/5(1,768件)、推定所有…

    無料★ 2.89 (1,768)

  • Pixel Puzzles: Japan

    SteamPixel Puzzles

    Casual・Indie・SimulationジャンルのPixel Puzzles が開発のSteamで配信中。無料、評価 3.98/5(2,634件)、推定所有者数 約71…

    無料★ 3.98 (2,634)

  • Ballionaire

    Steamnewobject

    Casual・Indie・Strategyジャンルのnewobject が開発のSteamで配信中。$12.34、評価 4.23/5(1,828件)、推定所有者数 約14万人。

    $12.34★ 4.23 (1,828)

  • Hatoful Boyfriend

    SteamMediatonic, Hato Moa

    Casual・Indie・SimulationジャンルのMediatonic, Hato Moa が開発のSteamで配信中。$9.99、評価 4.67/5(7,443件)、…

    $9.99★ 4.67 (7,443)

  • Refunct

    SteamDominique Grieshofer

    Adventure・Casual・IndieジャンルのDominique Grieshofer が開発のSteamで配信中。$2.99、評価 4.78/5(17,331件)、…

    $2.99★ 4.78 (17,331)

  • The Darkside Detective

    SteamSpooky Doorway

    Adventure・Casual・IndieジャンルのSpooky Doorway が開発のSteamで配信中。$14.99、評価 4.69/5(4,724件)、推定所有者数…

    $14.99★ 4.69 (4,724)

  • Café Stella and the Reaper's Butterflies

    SteamYUZUSOFT

    Adventure・CasualジャンルのYUZUSOFT が開発のSteamで配信中。$34.99、評価 4.89/5(5,385件)、推定所有者数 約14万人。

    $34.99★ 4.89 (5,385)

  • 7 Days to End with You

    SteamLizardry

    Adventure・Casual・IndieジャンルのLizardry が開発のSteamで配信中。$5.59、評価 4.40/5(2,441件)、推定所有者数 約32万人。

    $5.59★ 4.40 (2,441)

  • Type:Rider

    SteamEx Nihilo, ARTE France

    Action・Adventure・CasualジャンルのEx Nihilo, ARTE France が開発のSteamで配信中。$0.84、評価 3.88/5(1,661件…

    $0.84★ 3.88 (1,661)

  • Ultimate Zombie Defense

    SteamTerror Dog Studio

    Action・Adventure・CasualジャンルのTerror Dog Studio が開発のSteamで配信中。$4.99、評価 4.24/5(3,188件)、推定所…

    $4.99★ 4.24 (3,188)

  • Sayonara Wild Hearts

    SteamSimogo

    Action・CasualジャンルのSimogo が開発のSteamで配信中。$12.99、評価 4.82/5(8,348件)、推定所有者数 約32万人。

    $12.99★ 4.82 (8,348)

  • The Farmer Was Replaced

    SteamTimon Herzog

    Casual・Indie・SimulationジャンルのTimon Herzog が開発のSteamで配信中。$9.99、評価 4.80/5(1,543件)、推定所有者数 約…

    $9.99★ 4.80 (1,543)

  • Oblivity - Find your perfect Sensitivity

    SteamPoly Games

    Action・Casual・IndieジャンルのPoly Games が開発のSteamで配信中。$9.99、評価 4.02/5(1,319件)、推定所有者数 約32万人。

    $9.99★ 4.02 (1,319)

  • Behind the Frame: The Finest Scenery

    SteamSilver Lining Studio

    Adventure・Casual・IndieジャンルのSilver Lining Studio が開発のSteamで配信中。$7.14、評価 4.69/5(6,910件)、推…

    $7.14★ 4.69 (6,910)

  • Montaro

    SteamJCKSLAP

    Casual・IndieジャンルのJCKSLAP が開発のSteamで配信中。$0.99、評価 4.74/5(12,103件)、推定所有者数 約32万人。

    $0.99★ 4.74 (12,103)

  • Morphopolis

    SteamDan Walters, Ceri Willi…

    Adventure・Casual・IndieジャンルのDan Walters, Ceri Williams が開発のSteamで配信中。$3.99、評価 4.11/5(4,8…

    $3.99★ 4.11 (4,829)

  • Maitetsu:Last Run!!

    SteamLose

    Adventure・CasualジャンルのLose が開発のSteamで配信中。$34.99、評価 4.89/5(4,620件)、推定所有者数 約14万人。

    $34.99★ 4.89 (4,620)

  • Astrea: Six-Sided Oracles

    SteamLittle Leo Games

    Casual・Indie・StrategyジャンルのLittle Leo Games が開発のSteamで配信中。$16.24、評価 4.55/5(4,129件)、推定所有者…

    $16.24★ 4.55 (4,129)

  • Lost Eidolons

    SteamOcean Drive Studio, Inc.

    Casual・Indie・RPGジャンルのOcean Drive Studio, Inc. が開発のSteamで配信中。$34.99、評価 3.39/5(1,964件)、推定…

    $34.99★ 3.39 (1,964)

  • Reflex

    SteamEasy game

    Action・Casual・IndieジャンルのEasy game が開発のSteamで配信中。$0.99、評価 4.14/5(785件)、推定所有者数 約141万人。

    $0.99★ 4.14 (785)

  • Coloring Game

    SteamL. Stotch

    Casual・Free to Play・IndieジャンルのL. Stotch が開発のSteamで配信中。無料、評価 4.59/5(3,582件)、推定所有者数 約32万人。

    無料★ 4.59 (3,582)

  • RUSSIAPHOBIA

    SteamEuropean Flameworms

    Action・Adventure・CasualジャンルのEuropean Flameworms が開発のSteamで配信中。$0.49、評価 3.38/5(7,209件)、推…

    $0.49★ 3.38 (7,209)

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