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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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Indieのゲーム(86 / 239 ページ)

Indieジャンルの全 8,584 件のうち、 人気順で 86 ページ目を表示しています。

全 8,584 件中 3,061–3,096 件を表示(86 / 239 ページ)

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  • I, Zombie

    SteamAwesome Games Studio

    Casual・Indie・StrategyジャンルのAwesome Games Studio が開発のSteamで配信中。$1.99、評価 4.12/5(2,557件)、推定…

    $1.99★ 4.12 (2,557)

  • Kiwi Clicker - Juiced Up

    SteamDimitri Kipper

    Action・Casual・IndieジャンルのDimitri Kipper が開発のSteamで配信中。$4.99、評価 4.70/5(1,650件)、推定所有者数 約7万…

    $4.99★ 4.70 (1,650)

  • Labyronia RPG

    SteamLabyrinthine

    Action・Adventure・IndieジャンルのLabyrinthine が開発のSteamで配信中。$1.99、評価 3.58/5(1,275件)、推定所有者数 約3…

    $1.99★ 3.58 (1,275)

  • Ninja Stealth 2

    SteamSC Jogos

    Casual・Indie・StrategyジャンルのSC Jogos が開発のSteamで配信中。$4.99、評価 3.27/5(639件)、推定所有者数 約32万人。

    $4.99★ 3.27 (639)

  • Oxygen: First Breath

    SteamTurquoise Revival Games

    Free to Play・Indie・SimulationジャンルのTurquoise Revival Games が開発のSteamで配信中。無料、評価 4.41/5(1,…

    無料★ 4.41 (1,594)

  • 英雄群侠传II

    Steam熊窝dodox

    Adventure・Indie・RPGジャンルの熊窝dodox が開発のSteamで配信中。$11.99、評価 4.36/5(2,124件)、推定所有者数 約14万人。

    $11.99★ 4.36 (2,124)

  • Slapshot

    SteamOddshot Games

    Free to Play・Indie・SportsジャンルのOddshot Games が開発のSteamで配信中。無料、評価 4.16/5(2,540件)、推定所有者数 約…

    無料★ 4.16 (2,540)

  • Accounting (Legacy)

    SteamCrows Crows Crows, Squa…

    Adventure・IndieジャンルのCrows Crows Crows, Squanch Games が開発のSteamで配信中。無料、評価 4.59/5(2,521件)…

    無料★ 4.59 (2,521)

  • Kivi, Toilet and Shotgun

    Steam16bit Nights

    Action・Adventure・Casualジャンルの16bit Nights が開発のSteamで配信中。$1.99、評価 2.37/5(505件)、推定所有者数 約71…

    $1.99★ 2.37 (505)

  • They Bleed Pixels

    SteamSpooky Squid Games Inc.

    Action・IndieジャンルのSpooky Squid Games Inc. が開発のSteamで配信中。$9.99、評価 4.09/5(2,523件)、推定所有者数 約…

    $9.99★ 4.09 (2,523)

  • 巅峰骑士团

    Steam熊窝dodox

    Action・Adventure・Indieジャンルの熊窝dodox が開発のSteamで配信中。$5.99、評価 4.43/5(1,263件)、推定所有者数 約32万人。

    $5.99★ 4.43 (1,263)

  • Abyss Odyssey

    SteamACE Team

    Action・Adventure・IndieジャンルのACE Team が開発のSteamで配信中。$14.99、評価 3.04/5(2,513件)、推定所有者数 約32万人。

    $14.99★ 3.04 (2,513)

  • Garden Galaxy

    SteamAnneka Tran

    Casual・Free to Play・IndieジャンルのAnneka Tran が開発のSteamで配信中。$9.99、評価 4.87/5(2,391件)、推定所有者数 …

    $9.99★ 4.87 (2,391)

  • Ghost Song

    SteamOld Moon

    Action・Adventure・IndieジャンルのOld Moon が開発のSteamで配信中。$19.99、評価 4.06/5(1,254件)、推定所有者数 約32万人。

    $19.99★ 4.06 (1,254)

  • Legends of Eisenwald

    SteamAterdux Entertainment

    Adventure・Indie・RPGジャンルのAterdux Entertainment が開発のSteamで配信中。$19.99、評価 3.69/5(1,794件)、推定…

    $19.99★ 3.69 (1,794)

  • Angvik

    SteamAlastair John Jack

    Action・IndieジャンルのAlastair John Jack が開発のSteamで配信中。$2.99、評価 4.32/5(2,503件)、推定所有者数 約14万人。

    $2.99★ 4.32 (2,503)

  • Backrooms Rec.

    SteamLiminal Logic

    Action・Adventure・Early AccessジャンルのLiminal Logic が開発のSteamで配信中。$4.19、評価 3.40/5(1,111件)、推…

    $4.19★ 3.40 (1,111)

  • Fears to Fathom - Norwood Hitchhike

    SteamRayll

    Adventure・Casual・IndieジャンルのRayll が開発のSteamで配信中。$4.99、評価 4.34/5(2,501件)、推定所有者数 約14万人。

    $4.99★ 4.34 (2,501)

  • Full Mojo Rampage

    SteamOver the Top Games

    Action・Indie・RPGジャンルのOver the Top Games が開発のSteamで配信中。$12.99、評価 4.10/5(1,250件)、推定所有者数 約…

    $12.99★ 4.10 (1,250)

  • gravilon

    Steam

    Adventure・Indie・StrategyジャンルのSteamで配信中。$2.99、評価 2.84/5(1,248件)、推定所有者数 約32万人。

    $2.99★ 2.84 (1,248)

  • Cockroach Simulator

    SteamHFM Games

    Indie・SimulationジャンルのHFM Games が開発のSteamで配信中。$2.99、評価 3.96/5(3,104件)、推定所有者数 約14万人。

    $2.99★ 3.96 (3,104)

  • Hammerwatch II

    SteamCrackshell

    Action・Adventure・IndieジャンルのCrackshell が開発のSteamで配信中。$24.99、評価 2.98/5(2,069件)、推定所有者数 約14…

    $24.99★ 2.98 (2,069)

  • Neon Boost

    SteamSample Text Studio

    Action・Free to Play・IndieジャンルのSample Text Studio が開発のSteamで配信中。無料、評価 4.45/5(2,481件)、推定所…

    無料★ 4.45 (2,481)

  • Noctuary

    SteamGratesca

    Adventure・Casual・IndieジャンルのGratesca が開発のSteamで配信中。$29.99、評価 4.73/5(1,716件)、推定所有者数 約7万人。

    $29.99★ 4.73 (1,716)

  • Pongo

    SteamDrixy Games

    Action・Adventure・CasualジャンルのDrixy Games が開発のSteamで配信中。$0.75、評価 3.20/5(618件)、推定所有者数 約32万…

    $0.75★ 3.20 (618)

  • Legend of Mysteria RPG

    SteamLabyrinthine

    Action・Adventure・IndieジャンルのLabyrinthine が開発のSteamで配信中。$1.99、評価 3.38/5(821件)、推定所有者数 約32万…

    $1.99★ 3.38 (821)

  • Menace from the Deep

    SteamFlat Lab

    Adventure・Indie・SimulationジャンルのFlat Lab が開発のSteamで配信中。$16.99、評価 4.15/5(1,704件)、推定所有者数 約…

    $16.99★ 4.15 (1,704)

  • Song of Farca

    SteamWooden Monkeys

    Adventure・Indie・SimulationジャンルのWooden Monkeys が開発のSteamで配信中。$19.99、評価 3.98/5(1,235件)、推定…

    $19.99★ 3.98 (1,235)

  • UBERMOSH Vol.3

    SteamWalter Machado

    Action・IndieジャンルのWalter Machado が開発のSteamで配信中。$0.99、評価 4.25/5(308件)、推定所有者数 約32万人。

    $0.99★ 4.25 (308)

  • Dusk Pub - Adult Only

    SteamYellowDuckWorks

    Casual・Indie・RPGジャンルのYellowDuckWorks が開発のSteamで配信中。$12.99、評価 4.58/5(1,820件)、推定所有者数 約7万人。

    $12.99★ 4.58 (1,820)

  • Revenge of the Titans

    SteamPuppygames

    Action・Indie・StrategyジャンルのPuppygames が開発のSteamで配信中。$14.99、評価 3.99/5(1,227件)、推定所有者数 約32万…

    $14.99★ 3.99 (1,227)

  • Welcome to the Game

    SteamReflect Studios

    Indie・SimulationジャンルのReflect Studios が開発のSteamで配信中。$4.99、評価 4.17/5(2,455件)、推定所有者数 約14万人。

    $4.99★ 4.17 (2,455)

  • Love Delivery

    SteamCometsoft Inc.

    Casual・Indie・SimulationジャンルのCometsoft Inc. が開発のSteamで配信中。$8.24、評価 4.77/5(2,443件)、推定所有者数…

    $8.24★ 4.77 (2,443)

  • Snakeybus

    SteamStovetop, LLC

    Action・Casual・IndieジャンルのStovetop, LLC が開発のSteamで配信中。$9.99、評価 4.63/5(2,436件)、推定所有者数 約14万…

    $9.99★ 4.63 (2,436)

  • Broken Dreams

    SteamMihai Morosanu

    Casual・IndieジャンルのMihai Morosanu が開発のSteamで配信中。$1.99、評価 3.31/5(483件)、推定所有者数 約71万人。

    $1.99★ 3.31 (483)

  • Battle for Blood - Epic battles within 30 seconds!

    SteamYFC games

    Casual・Free to Play・IndieジャンルのYFC games が開発のSteamで配信中。無料、評価 3.56/5(804件)、推定所有者数 約32万人。

    無料★ 3.56 (804)

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