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Star Fox is the Switch 2’s most impressive visual showcase yet

The biggest Switch 2 exclusives so far have largely been about scale. Mario Kart World introduced a wide open continent to race across, Donkey Kong Bananza let you smash basically everything around you, and Pokopia brought an expansive Minecraft-style creative experience to the Pokémon universe. Star Fox is different. A remake of a Nintendo 64 […]

2026-06-24 原文 →
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Pop Culture, Pride, and the Game Inspired by their Connection

This is a submission for the June Solstice Game Jam I've been in online queer communities for a long time, and one thing that's always stood out is the endearing obsession with pop culture. The artists, the music, the fashion, the references. Every form of art gets appreciated, deeply analyzed, and celebrated. Diva Academy is an attempt to reflect that energy and honor Pride month and the pop culture that comes with it. What I Built Diva Academy is a pop culture trivia adventure. You play as a fresh face entering a campus where the currency is knowledge. The questions cover everything from ballroom culture and drag history to Beyoncé's discography and the origins of the Pride flag. The game runs in sessions: NPCs challenge you to timed trivia battles. Reach your REP(utation) goal to win, or hit zero and you're out. Earned REP converts to permanent currency between sessions, making it a rogue-lite-lite-lite experience where you gradually get stronger even when you lose. The game is built with vanilla HTML5 Canvas, CSS, and JavaScript. It features: 6 explorable rooms 4 NPC tiers - Starlet , Diva , DJ , and Mother - each with distinct personalities and increasing difficulty A rival system where a recurring NPC named Vex Vivienne spawns across the map and hunts you down A permanent perk system where REP earned in each run converts to permanent currency for buying perks like Grace (forgive one wrong answer), Clutch (survive at 0 REP once), and Haste (extra time on the timer) A Spotlight mechanic - defeat a Diva-tier or higher NPC and you earn a one-time 1.5x REP buff for your next face-off Two minigames - Hangman (guess the pop star name) and Pop Connect (link two artists through a mathematically perfect, AI-grounded collaboration graph with look-ahead validation) The Turing Challenge - Archivist Alan tests your ability to distinguish real pop culture quotes from AI-generated fabrications A customization system that unlocks new dress and hair colors as you defeat NPCs An

2026-06-22 原文 →
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Archive — A Narrative Investigation Game About Curating Human History

This is a submission for the June Solstice Game Jam Archive — The Last Historian of Humanity What if history wasn't discovered... but selected? History is often treated as something permanent—something waiting to be uncovered. Archive asks a different question: What happens when humanity loses the ability to tell the difference between truth, memory, and fabrication? You play as the final Archivist after the collapse of civilization. Humanity's knowledge survives, but it has become fragmented, contradictory, and corrupted. Your responsibility is no longer to preserve everything—you must decide what deserves to be remembered. Every decision changes the civilization that will inherit your version of history. What I Built Archive is a narrative investigation game where players reconstruct humanity's past by examining historical memories, investigating evidence, resolving contradictions, and deciding what becomes official history. Unlike traditional mystery games, there is rarely a perfect answer. Instead, every investigation asks questions such as: Should conflicting memories be preserved? Is stability more important than truth? Can compassion justify rewriting history? If no one can verify the past, what does "truth" even mean? Each recovered memory is presented as a historical article. Players investigate through classified documents, research papers, witness testimonies, forensic reports, personal journals, and government archives before making irreversible decisions. Those decisions reshape the civilization that follows. By the end of the game, players don't simply receive a score—they discover the kind of society they created. Why It Fits the Theme The June Solstice represents a turning point. It is the moment when one season gives way to another, when light begins yielding to darkness, or darkness begins yielding to light. Archive explores a similar transition. Not between seasons... but between certainty and uncertainty. Human civilization reaches a moment where

2026-06-22 原文 →
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Heliograph — carry the light through the longest night, and finish a message a machine could never end

This is a submission for the June Solstice Game Jam Link to Game Home Page - here Link to Game Docs - here What I Built Heliograph is a short 2D solar-noir platformer. You are a courier who wakes with no memory on the summer solstice , the longest day of the year — the one day the sun is supposed to never quite die. A cracked handheld computer flickers on in your hand and tells you the truth: tonight the sun will set, and a relay station full of light has one unfinished message left to send before the dark. Sunlight is your battery and your map — it refills your light cell and reveals the route. Shadow hides you from the station's machines, but it slowly drains you, so you can never simply wait. Every screen is a negotiation between expose, charge, traverse, hide, decode. The core puzzle is a light relay . Most of the station is dark. Standing in a live sunbeam, you trip a relay that throws the light forward — a beam snaps to the next aperture, that beam comes alive, its cipher glyph becomes readable, and the chain continues until the final relay powers the exit terminal. You are literally carrying the light deeper into the ruin one beam at a time. Skip a relay and the road ahead stays dark and unsolvable. The jam theme is the solstice — light and darkness, and the passage of time. Heliograph is built entirely out of that tension: Light vs. darkness is the core mechanic, not a backdrop. Light is power, information, and danger at once; shadow is safety that costs you. The passage of time is the antagonist. The whole game is one long solstice day bleeding into night, and the message has to leave the station before dark. The station is a heliograph — a real Victorian device that sent Morse code by flashing sunlight off mirrors. Light is the message. There are no cutscene dumps. ACE, your handheld guide, narrates the opening, and after you decode each level's keyword — SUN → ARC → LUX → RAY — ACE decrypts one more fragment of the truth: why you're here, that you may not

2026-06-22 原文 →
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The Imitation Game: Most people think they can spot an AI. Are you sure?

This is a submission for the June Solstice Game Jam What I Built The Imitation Game The Imitation Game is a real-time multiplayer social deduction game inspired by Alan Turing's famous Imitation Game the thought experiment that eventually became known as the Turing Test. Most people believe they can easily tell the difference between an AI and a human. They assume AI is too perfect, too logical, too fast, or too obvious. The Imitation Game challenges that assumption. Players enter a live chat room convinced they'll spot the machine within minutes. Then conversations begin, suspicions form, accusations fly, and certainty starts to disappear. Was that awkward response written by a human, or an AI trying to sound human? Was that emotional story genuine, or generated? Was the player who stayed silent suspicious, or simply distracted? By the end of a match, players often discover that identifying an AI is far harder than they expected. The real question isn't whether the machine can fool people. It's whether people are as good at detecting machines as they think they are. Instead of a single human interrogating a machine, players are placed into a live chat room with other participants and asked a simple question: Can you identify which player is actually an AI? Hidden among the players is a Quanbit , a rogue artificial intelligence from the year 3026 . Its mission is simple: blend in, appear human, avoid suspicion, and survive. The challenge for human players is equally simple, but far more difficult in practice. They must carefully analyze conversations, voting patterns, response timing, and social behavior to determine who among them is secretly the machine. The game currently features two distinct modes, each designed around a different style of deception. Eyefold Eyefold is the purest form of the game's Turing Test experience. Players enter a room where one participant is secretly a Quanbit. Conversations unfold naturally, and everyone is free to discuss any topic.

2026-06-22 原文 →
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Solstice Arcade: Festival of Light

This is a submission for the June Solstice Game Jam Solstice Arcade: Festival of Light – Submission for June Solstice Game Jam 2026 Play Solstice Arcade Now! setuju / Solstice-Arcade-Festival-of-Light Game Solstice Arcade Solstice Arcade: Festival of Light A highly polished, multi-genre retro web game built for the June Solstice Game Jam 2026 . Experience interactive themes combining Solstice, Pride Month, Juneteenth, Alan Turing's cipher heritage, World Cup football soccer, and international Sushi Day. Collect all 14 Starlight Fragments , solve hidden ciphers, and challenge other operands in the global leaderboard! 🎮 Game Modes 1. Spectrum Architect (Solstice + Pride + Turing) Unravel ciphers using an interactive enigma-like rotor device. Experience high-fidelity color spectrum mappings where cryptography meets chromatic light calibration. Goal: Uncover 30 distinct color-clue riddles. 2. Solstice Sumo (Pride + World Cup) A hyper-fast physics canvas battle in a vibrant circle. Push your opponent out of bounds or secure celestial light balls. Goal: Outmaneuver opponents, maintain circular leverage, and trigger high-speed dashes. 3. Echoes of Galveston (Juneteenth + Rhythm) An interactive synchronized Web Audio beat-tapping rhythm game commemorating emancipation. High-density audio… View on GitHub 🎮 Game Description "Solstice Arcade: Festival of Light" is an interactive web experience celebrating humanity's diversity under the light of the longest day. Serving as an anthology of 5 mini-games, users solve puzzles and complete challenges honoring distinct cultural, historical, and mathematical milestones around the solstice, including Juneteenth, international sushi day, the World Cup, and Alan Turing's monumental contributions. ✨ Key Features 5 unique mini-games (Spectrum, Galveston, Sumo, ShadowChef, LongestSecond). Cinematic historical intros preceding each game mode. Hidden tasks & Starlight Fragments designed to reward exploratory interactions. Easter egg "The Shad

2026-06-21 原文 →
AI 资讯

The Oracle and the Wolf: I Made Gemini Lose Like a Kid 🐺

This is a submission for the June Solstice Game Jam TL;DR Save the Sun is a kids' deduction game set on the eve of the June solstice: you race Sköll—the wolf who wants to eat the sun—to Sól's one true rune before he catches her and the longest day never dawns. Gemini does two jobs and the engine referees both: it reads the player's questions—typed, or spoken aloud and transcribed—as the Oracle, and it plays the wolf as Sköll. The engine owns the secret and never hands it to Gemini. Everything here is checkable: play a round · watch the demo · anchildress1/save-the-sun . What I Built Blame a board game 📞 The idea started with Dream Phone , a 90s deduction game I played as a kid—you dial pretend phone numbers and narrow down which boy has a secret crush on you. The catch: it needed 2-4 players and fell flat with two. So I rebuilt it as a two-player game à la Guess Who and gave the second seat to Sköll, an AI opponent to race. That became Save the Sun , a deduction race for players aged 8 to 12 against Sköll, the Norse wolf who wants to eat the sun. The story of Sól and Sköll comes straight out of Norse mythology and is one of my all-time favorites. Sól drives the sun-chariot across the sky, and Sköll chases her—every day, all day, forever—until Ragnarök, when he finally catches her and the sun goes out. The game drops you into the night before the solstice with the wolf a stride behind: get the true offering to Sól before he reaches her, or the dawn never comes. Teaching AI to lose 🧩 The hard part of a kids' deduction game is making the AI beatable without handing it the answer. The opponent never sees the secret: a deterministic engine holds it and referees every move, and Gemini only ever plays on top. Sköll's side was easy—he answers in structured JSON—but a loose human question has to be read into something the engine can resolve first, and that reading is the only job I gave the Oracle. Twenty-four runes, one short night 🌙 The round itself is small on purpose. Th

2026-06-21 原文 →
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Solstice Assassin

This is a submission for the June Solstice Game Jam ( https://dev.to/challenges/june-game-jam-2026-06-03 ) What I Built I built Solstice Assassin, a tactical stealth-action game set inside a collapsing digital mainframe. You play as Alex, a self-aware digital anomaly trapped inside the Solstice Grid, a secure virtual system originally created by Alan Turing. Alex awakens with almost no memory except one critical piece of information: «CREATOR: ALAN TURING» The catch? Today is the Summer Solstice, the longest day of the year, and at midnight the system will execute a complete purge of all dynamic data. Alex has one final day to recover lost memories, outsmart the system's security forces, and find a way to survive. Gameplay combines tactical movement, stealth, procedural level generation, enemy AI, and resource management. Players infiltrate security sectors, collect awareness data, avoid or eliminate hostile "Cleaners", and manage powerful abilities such as Dash, Cloak, Radar, and Time Warp. The Solstice theme isn't just part of the story—it directly affects gameplay. Throughout each mission, the system progresses through different Solar Phases: 🌅 Golden Dawn ☀️ High Noon 🌇 Crimson Sunset 🌑 Eclipse Each phase changes visibility, stealth effectiveness, enemy behavior, and the overall tactical landscape. High Noon makes players highly exposed, while Crimson Sunset rewards stealth and careful planning. By the time Eclipse arrives, the entire system begins breaking down. My goal was to create a game where the passing of the longest day isn't just a background theme but something the player constantly feels through the mechanics themselves. Video Demo https://youtu.be/48RM1iTZjOg?si=JYz86wVzNMjeZmmw In the video I demonstrate: Tactical movement and infiltration Dynamic Solar Phase transitions Enemy AI behavior and pathfinding Awareness recovery and progression systems Alex's abilities AI-generated mission briefings and voice interactions Procedural level generation End-o

2026-06-20 原文 →
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Bletchley's Longest Day: a wartime cipher escape game for the June Solstice Game Jam

This is a submission for the June Solstice Game Jam . What I Built Bletchley's Longest Day is a browser-based cipher escape game set inside a fictional Bletchley Park night shift. The player has to stop a U-boat convoy attack before dawn by clearing five rooms. Each room contains three escalating locks, so the full escape requires 15 solved puzzles . The game combines Caesar shifts, A1Z26 number decoding, Morse, anagrams, fragment ordering, a visible countdown timer, mistake penalties, hint penalties, account-based score saving, and a best-score leaderboard. The solstice theme became the core dramatic clock: night is running out, first light is coming, and the player has to decode the final signal before dawn. Video Demo The demo shows the opening briefing, the three-lock room flow, the Gemini hint penalty, and the final victory state that only appears after all 15 locks are cleared. Live game: https://bletchleys-longest-day.onrender.com Code Repository: https://github.com/himanshu748/bletchleys-longest-day How I Built It The game is a lightweight Node-served browser app. The front end is a hand-built HTML/CSS/JavaScript game surface, while server.js serves static files and protects the Gemini API key behind a server-side /api/hint endpoint. The main design goal was to make the game feel like a tense intelligence desk rather than a generic puzzle page. Every room has atmosphere, evidence props, lock-specific copy, feedback states, and a timer that is always part of the pressure. The puzzle structure was tuned around three ideas: Three locks per room : each room has to be solved in stages, so the player earns the escape instead of clicking through one answer. Time as score pressure : wrong answers and hints cost time, while clean solving preserves the best leaderboard run. Guest mode vs signed-in mode : guests can play the full game, but Gemini-powered hints and saved leaderboard scores belong to authenticated players. Google Gemini is used as a server-side hint offi

2026-06-19 原文 →
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GameJam Cipher

This is a submission for the June Solstice Game Jam What I Built I built a simple cipher game with 6 levels to decrypt the cipher text based on frequency of words and hints to obtain the plaintext version. Video Demo Code samarthsubramanya / JuneSolstice_GameJam_2026 ☀ Solstice Cipher A code-breaking puzzle game built for the June Solstice Game Jam — and a small ode to Alan Turing . Six encrypted messages stand between you and the longest day of the year. Each one is a substitution cipher hiding a message about a June celebration — International Sushi Day, the World Cup, Pride, Juneteenth, Turing himself, and the solstice. Crack each cipher using frequency analysis (the same statistical reasoning Turing's team used at Bletchley Park) and the sun climbs a little higher with every solve. Break all six and you bring the light all the way back. Theme The June solstice is a global moment of transition — the longest day in the north, the shortest in the south. The game makes that literal: decoding is the act of bringing back the light. A night sky brightens into dawn as your accuracy rises, a Pride rainbow… View on GitHub june-solstice-game-jam-2026.vercel.app How I Built It I built it using ReactJS and hosted on vercel. I implemented a simple frontend with no backend dependency session-specific experience for simplistic approach Using hardcoded values and configuration. Prize Category Generated with Assistance from Google AI through Antigravity.

2026-06-19 原文 →
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Firebase Midsommer Madnesss with Antigravity CLI

This is a submission for the June Solstice Game Jam This installment brings a Firebase build to Midsommer Madness via Antigravity CLI. The Midsommer Madness web app is deployed to Firebase Web Hosting and the Maypole was saved! What I Built When it comes to Summar Solstace — the place to be is Sweden. It is one of the highlights of the calendar. This project aimed to recreate some of the mystique around the event- just in time for some fresh surestromming! Now you can get it with Firebase enhancements! FireBase Console The full project was imported to the Firebase Console: Just show me the Code!!! GitHub Repo is here: GitHub - xbill9/midsommer-firebase Midsommer Madness with Firebase So how can we use Firebase to enhance the project? Github and Skills! The GitHub repository has been successfully linked to your Firebase project midsommer-madness . ### What was configured: 1. GitHub Secrets: A service account ( github-action-1273534909 ) with Firebase Hosting admin permissions was created, and its credentials were uploaded to your GitHub repository secrets as FIREBASE_SERVICE_ACCOUNT_MIDSOMMER_MADNESS . 2. GitHub Actions Workflows: Two workflow files were generated and pushed to your GitHub repository: • firebase-hosting-pull-request.yml: Deploys a preview channel of the game whenever a PR is created against the master branch. • firebase-hosting-merge.yml: Automatically deploys the latest version to the live Firebase Hosting site whenever a PR is merged (or a commit is pushed) to the master branch. 3. Agent Skills: Installed Firebase Agent Skills in the repository to make it easier for agents to help you with Firebase configurations in the future. > /skills ⎿ Exited /skills command What else? > how is firebase enhancing the project ● Read(/home/xbill/midsommer-firebase/lib/main.dart) (ctrl+o to expand) Firebase enhances the Midsommer Madness project in four primary ways, turning it from a simple local game into a connected, production-ready mobile application: ### 1.

2026-06-19 原文 →
AI 资讯

Tower Before Dusk: I Built a Puzzle Game for Humans and AI

This is a submission for the June Solstice Game Jam It's interesting how the most exciting ideas always arrive when I have basically no time to work on them. A few weeks earlier, I had finished my submission for the GitHub challenge by bringing an old WinForms game back to life. That project turned out to be a lot of fun. Then Sylwia Laskowska published a great article about Google's WebMCP . The idea fascinated me, but I wasn't sure where I could actually use it. Then the June Solstice Game Jam was announced. The idea hit me like a lightning bolt: What if I made a game that both humans and AI could play? Let's do it. What I Built I created a puzzle game with a solstice theme called Tower Before Dusk . The goal is simple: reach your home tower before sundown. Every action costs time. Every step brings sunset a little closer. Rivers block your path, rocks force detours and the only way across water is to collect enough wood and build bridges. Move too much, collect unnecessary resources, or choose the wrong path, and night will arrive before you make it home. The challenge isn't just solving the puzzle. It's solving it efficiently. And apparently, that's difficult for both humans and AI. Video Demo In this demo, Gemini 3.1 Flash-Lite tries to solve the level using the exposed game tools. It fails, then I restart the level and solve it manually. That failure is part of the point: the tools worked, but reasoning through the puzzle was still hard for the lightweight model. tower-before-dusk.gramli.workers.dev Code Gramli / tower-before-dusk A TypeScript puzzle game demonstrating WebMCP, where humans and AI solve the same challenges under the same rules. Tower Before Dusk Tower Before Dusk is a tile-based puzzle game about reaching the tower before sunset. Plan each route carefully: every move spends daylight, trees provide wood, and water can only be crossed by building bridges. The game is built as a modern browser app with TypeScript, HTML canvas, and Vite. It also ex

2026-06-18 原文 →
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Epic Games Open-Sourced Lore — A Version Control System Built for Massive Game Assets

Epic Games just dropped something that could reshape how game studios handle code and assets. They've open-sourced Lore — a centralized version control system built from the ground up to solve one painful problem: managing enormous binary files alongside source code. This isn't another Git wrapper. It's a completely new VCS, written in Rust, MIT-licensed, and battle-tested behind Fortnite's UEFN (Unreal Editor for Fortnite) toolkit. Why Does the World Need Another VCS? Git is brilliant for text-based code. But game development isn't just text. It's 4K textures, uncompressed audio, rigged 3D models, animation sequences, and massive world maps. These files can be hundreds of megabytes each. Git wasn't designed for this. Git LFS (Large File Storage) helps, but it's a patch on top of a fundamentally text-oriented system. Perforce Helix Core has been the industry standard for game studios for decades — but it's proprietary, expensive, and closed-source. Epic Games looked at this landscape and said: we can do better. What Is Lore? Lore is a centralized, content-addressed version control system optimized for: Large binary assets — textures, meshes, audio, video Massive teams — hundreds of developers working simultaneously Hybrid projects — code + binaries in the same repository Sparse checkouts — developers only download what they need Think of it as Perforce's philosophy (centralized, binary-friendly) combined with Git's content-addressed storage model, wrapped in Rust's performance guarantees. How It Works Under the Hood Lore's architecture is built around a few key technical decisions: Content-Addressed Storage Every piece of data is stored and referenced by its content hash. This means: Automatic deduplication — identical content is stored once Integrity verification — any tampering changes the hash Efficient caching — content can be cached anywhere in the pipeline Merkle Trees & Immutable Revision Chain Revision hashes are cryptographically derived from parent hashes

2026-06-18 原文 →