Nidhogg (video Game)
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Nidhogg (video Game)
''Nidhogg'' is a side-scrolling two-player fighting video game developed and published by Messhof. Players duel with swords in a pixelated environment. The game was commissioned for the New York University Game Center's annual multiplayer show, and was revised and demoed at private events over the next four years before its final release. It won Indiecade 2013's Game Design award and the 2011 Independent Games Festival's Nuovo Award. It was released for Microsoft Windows on January 13, 2014, and later ported to OS X, PlayStation 4, and PlayStation Vita. Critics praised the feel of the gameplay and its balance, but considered its single-player mode unsatisfying. Messhof released a sequel in 2017 with a higher resolution art style and additional weapons and arenas. Gameplay ''Nidhogg'' is a fast-paced two-player dueling game where two players sword fight in a side-scrolling environment. Players can run, jump, slide, throw their swords, and fistfight. The player-character's sw ...
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Messhof
Mark Essen, better known as Messhof, is an American video game designer and artist best known for '' Nidhogg'', its sequel, and ''Flywrench''. Career In college, Messhof made games with GameMaker and Microsoft Paint software. An early game, ''Punishment 1'', began as a group assignment in an advanced, experimental class. His other early games included ''Wally'', ''Bool'', ''Booloid'', ''Punishment 2'', and ''Flywrench'', uploaded on his website. His work was profiled in The Creators Project and the Los Angeles Museum of Contemporary Art, and shown in the New York New Museum, Toronto Museum of Contemporary Canadian Art, and Liverpool Foundation for Art and Creative Technology. He was cited by a Savannah College of Art and Design instructor as a successful example of blending arts aesthetics and video games. Messhof developed '' Nidhogg'', a fast-paced, side-scrolling sword fighting game between 2010 and 2014. Its first prototype, ''Raging Hadron'', was expanded over four year ...
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Indiecade
IndieCade is an international juried festival of independent games. IndieCade is known as "the video game industry's Sundance."Fritz, Ben"IndieCade, the video game industry's Sundance" Los Angeles Times, October 1, 2009, accessed July 21, 2011. At IndieCade, independent video game developers are selected to screen and promote their work at the annual IndieCade festival and showcase events.Leigh AlexandeIndieCade Announces Call For Submissions March 7, 2008 Gamasutra/ref> In 2009, IndieCade launched a conference track featuring classes, panels, workshops, and keynotes. The conference has since become a major attraction for indie developers and others in the industry. Background IndieCade was formed by Creative Media Collaborative, an alliance of industry producers and leaders founded in 2005. IndieCade's board of advisors includes (among others) Seamus Blackley, Tracy Fullerton, Megan Gaiser, Andy Gavin, Carl Goodman, John Hight, Robin Hunicke, Henry Jenkins, Richard Le ...
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Level (video Gaming)
In video games, a level (also referred to as a map, stage, or round in some older games) is any space available to the player during the course of completion of an objective. Video game levels generally have progressively-increasing difficulty to appeal to players with different skill levels. Each level may present new concepts and challenges to keep a player's interest high. In games with linear progression, levels are areas of a larger world, such as Green Hill Zone. Games may also feature interconnected levels, representing locations. Although the challenge in a game is often to defeat some sort of character, levels are sometimes designed with a movement challenge, such as a jumping puzzle, a form of obstacle course. Players must judge the distance between platforms or ledges and safely jump between them to reach the next area. These puzzles can slow the momentum down for players of fast action games; the first ''Half-Life'''s penultimate chapter, "Interloper", featured multip ...
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Níðhöggr
In Norse mythology, Níðhöggr (''Malice Striker'', in Old Norse traditionally also spelled Níðhǫggr , often anglicized NidhoggWhile the suffix of the name, ''-höggr'', clearly means "striker" the prefix is not as clear. In particular, the length of the first vowel is not determined in the original sources. Some scholars prefer the reading Niðhöggr (''Striker in the Dark'').) is a dragon who gnaws at a root of the world tree, Yggdrasil. In historical Viking society, níð was a term for a social stigma, implying the loss of honor and the status of a villain. Thus, its name might refer to its role as a terrible monster in its action of chewing the corpses of the inhabitants of Náströnd: those guilty of murder, adultery, and oath-breaking. Orthography In the standardized Old Norse orthography, the name is spelled ', but the letter ' is frequently replaced with the Modern Icelandic ' for reasons of familiarity or technical expediency. The name can be represented in E ...
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Respawn
In video games, spawning is the live creation of a character, item or NPC. Respawning is the recreation of an entity after its death or destruction, perhaps after losing one of its lives. Despawning is the deletion of an entity from the game world. All player characters typically spawn at the start of a round, whereas some objects or mobs may spawn after the occurrence of a particular event or delay. When a player character respawns, they generally do so in an earlier point of the level and get some kind of penalty. The term was coined by id Software within the context of its game, ''Doom''. Spawn points ''Spawn points'' are areas in a level where players spawn. In levels designed for team play, these points are usually grouped so that each team spawns in their own tight area of the level. Spawn points are typically reserved for one team at any time and often have the ability to change hands to the other team. Some games even allow spawn points to be created by players; using ...
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Wall Jump
This list includes terms used in video games and the video game industry, as well as slang used by players. 0–9 A B C D E F G H ...
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Nidhogg 2
''Nidhogg 2'' is a fighting game and sequel to '' Nidhogg'' by indie developer Messhof. It was released for Microsoft Windows, macOS and PlayStation 4 in 2017. An Xbox One version was released in July 2018 and the Nintendo Switch version was released in November 2018. The game received generally positive reviews from critics upon release. Gameplay ''Nidhogg 2'' is a fighting game in which two players duel against each other. The player has to reach the end of their opponent's side first to win. Players have a variety of moves, including sliding and leaping. They can deflect their opponents' attacks. Weapons, such as daggers, throwing knives and bows, as well as a character creator, are introduced. Development The title was announced in September 2016 and demonstrated at the 2016 TwitchCon and 2017 Electronic Entertainment Expo Indie Megabooth. It was released on August 15, 2017, on macOS, PlayStation 4, and Microsoft Windows platforms. A Nintendo Switch version was ...
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Single-player
A single-player video game is a video game where input from only one player is expected throughout the course of the gaming session. A single-player game is usually a game that can only be played by one person, while "single-player mode" is usually a game mode designed to be played by a single player, though the game also contains multi-player modes. Most modern console games and arcade games are designed so that they can be played by a single player; although many of these games have modes that allow two or more players to play (not necessarily simultaneously), very few actually require more than one player for the game to be played. The ''Unreal Tournament'' series is one example of such. History The earliest video games, such as ''Tennis for Two'' (1958), ''Spacewar!'' (1962), and ''Pong'' (1972), were symmetrical games designed to be played by two players. Single-player games gained popularity only after this, with early titles such as ''Speed Race'' (1974) and ''Space Invade ...
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Balance (game Design)
Game balance is a branch of game design that is described as a mathematical-algorithmic model of a game’s numbers, game mechanics, and relations between the two. Game balance consists of adjusting values to create a certain user experience. Players’ perception and experience are the objectives of game balancing. Overview and development Similar to game design, the definition of game balance is different between various game designers and developers. Game balance is present in every type of game in some form, so there are no existing comparable interpretations of the concept. Even so, game balance is generally understood as introducing a level of fairness for the players. This includes adjusting difficulty, win-loss conditions, game states, economy balancing, and so on to work in tandem with each other. The concept of game balance depends entirely on the type of game being discussed. Most game designers agree that game balancing serves towards providing an engaging player expe ...
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Gameplay
Gameplay is the specific way in which players interact with a game, and in particular with video games. Gameplay is the pattern defined through the game rules, connection between player and the game, challenges and overcoming them, plot and player's connection with it. Video game gameplay is distinct from graphics and audio elements. In card games, the equivalent term is play. Overview Arising alongside video game development in the 1980s, the term ''gameplay'' was used solely within the context of video games, though now its popularity has begun to see use in the description of other, more traditional, game forms. Generally, gameplay is considered the overall experience of playing a video game, excluding factors like graphics and sound. Game mechanics, on the other hand, is the sets of rules in a game that are intended to produce an enjoyable gaming experience. Academic discussions tend to favor ''game mechanics'' specifically to avoid ''gameplay'' since the latter is too vagu ...
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