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Blog entry by Adrianne Calloway

Vertical Slice Demos Provide a Clear-Cut Advantage

Vertical Slice Demos Provide a Clear-Cut Advantage

Minecraft Parkour is a survival game that needs no introduction. The title has become one of the most popular indie titles of all time, featuring a vibrant community and etching its name in the annals of pop culture hist

What do I mean by that? In game development terms, a "vertical slice," is a gameplay segment of finished or near-finished quality that showcases all the planned features of a game to potential investors. At the start of a project, these are a massive sink for time and effort, since they essentially involve doing all the hard parts of finishing a game to complete one 10-minute section. Generally, they’re seen as a bad practice. However, toward the end of development, it’s a lot easier to pull assets together for a vertical slice. Of course, if you’re shopping your game around to publishers at that stage, you’re probably in a lot of trouble, but a standalone "vertical slice" can also serve as a strong alternative to a traditional demo.

Set on a submarine deep underwater, We Need To Go Deeper allows for up to four-player co-op and forces players to deal with unusual and often terrifying sea creatures. It's one of the more challenging survival games on the market in that respect, but, for those looking to test both themselves and, most likely, their patience with their fellow players, We Need To Go Deeper is definitely the game for t

It takes a while to build up a full arsenal, especially due to how many gems are required to level up equipment skills, but once you've got a foothold the game opens up into a fun combat romp. Minecraft Dungeons is designed with younger players in mind, so on standard difficulty it's too easy for any kind of seasoned player, but after a few levels you can crank it up to the hardest and eventually get a decent challenge that can actually run the risk of killing you. Enemies attack in large numbers, whether they be familiar Minecraft creatures like zombies, spiders and skeleton-archers or newer threats such as the corrupted Illagers (like villagers but ill) or zombie-summoning sorcerers. Combat is initially a simple matter of holding down the attack button and letting the combo animation play out, broken up occasionally by needing to shoot archers that don't want to hang out in melee range. The final levels do a nice job of putting all your abilities to the test, though, requiring regular use of magic, support pets, keeping an eye out for traps in the environment and giving the bow a good workout.

Thankfully, the incredibly accessible nature of the game, and the way it so generously doles out moments of instant gratification, make the shared pursuit of the perfect run not a frustrating proposition that only yields its rewards upon completion, but a journey filled with a series of those little moments that define any great multiplayer experience. Monaco may not look like the multiplayer heist game we always envisioned, but it certainly feels like it.

Despite all of that, under the proper circumstances, this is still a genre that's very easy to pick up and play, which is perhaps the most important part as it ensures that years and years of gamers to come will find themselves drawn to this intriguing blend of strategy, skill, and luck, just as centuries of people have found themselves drawn to a game of chess.

A Block Swapper does what it says on the tin: it swaps blocks out for other ones. A use for this could be in a base, to save space. If players have a small starting base, then they can use a Block Swapper to change from a Crafting Table to a Furnace to an Anvil as nee

The difficult thing in talking about and analyzing what makes Minecraft's multiplayer so great is that there is no definitive multiplayer experience. Some people use it to work together and create impossibly detailed and beautiful creations, while others create game within a game scenarios to compete in, and some still are perfectly satisfied with running around and killing each other. Like just about every other aspect of the game then, the experience here isn't one pre-determined by the developers, but rather one that is uniquely yours based on who you are, whom you play with, and the extent of your combined imaginations.

Released in mid-2020, Grounded is one of the most original survival games on the market and, for those old enough to remember it, will likely invoke fond memories of the classic eighties comedy, Honey, I Shrunk the Kids . That's because the plot is somewhat similar, with players taking on the roles of young children who have been shrunk down to the size of a

Between each level is a brief stop back at base camp, which is a fairly empty area that honestly feels like it's missing content. The shops let you spend the green gems found throughout the levels on a random piece of equipment or accessory, and...that's it. There's a map on a table to choose the next level or you can just hit the Select button to do the same thing. Sometimes there's a random chest somewhere in the scenery if you wander about. It's a good amount of space, nicely decorated, with little in it.

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