Pages with the most categories
Showing below up to 179 results in range #1 to #179.
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- Mission (3 categories)
- To Decelerate Time (3 categories)
- To Rewind Time (3 categories)
- Spawnpoint (3 categories)
- 1-Dimensional Gameplay (3 categories)
- To Accelerate Time (3 categories)
- To Pause Time (3 categories)
- To Save (3 categories)
- Undefined Cardinality of Gameplay (3 categories)
- Wave (3 categories)
- Cardinality Of Gameworld (3 categories)
- Persistent Gameworld (3 categories)
- Stylus Pen (3 categories)
- To Fast Forward Time (3 categories)
- To Pause Time with Gameworld Agency (3 categories)
- Undefined Gameworld Cardinality (3 categories)
- World (3 categories)
- To Pause Time without Gameworld Agency (3 categories)
- To Undo Time (3 categories)
- Synchronized Button Press (3 categories)
- To Localize Time (3 categories)
- To Skip Time (3 categories)
- Character customization (3 categories)
- To Start Time (3 categories)
- Touch-Sensitive Screen (3 categories)
- To Manipulate Time (3 categories)
- Entity Manipulation (2 categories)
- Game Ends (2 categories)
- Input Devices (2 categories)
- Lives (2 categories)
- Optional Goals (2 categories)
- Points Indicator (2 categories)
- Required Goals (2 categories)
- Score (2 categories)
- Spatial Segmentation (2 categories)
- Targeted Camera (2 categories)
- Time (2 categories)
- To Move (2 categories)
- To Teleport (2 categories)
- Two Dimensional Camera Motion (2 categories)
- Visual Output (2 categories)
- 0-Dimension Gameplay (2 categories)
- Analog Pushbutton (2 categories)
- Camera Binding (2 categories)
- Collectables (2 categories)
- Entity Programming Interface (2 categories)
- Game Goals (2 categories)
- Haptic Display (2 categories)
- Input Method (2 categories)
- Lives Indicator (2 categories)
- Multiplayer (2 categories)
- Passing (2 categories)
- Presentation (2 categories)
- Resource Exhaustion (2 categories)
- Second-person Point of View (2 categories)
- Temporal Coordination (2 categories)
- Time Indicator (2 categories)
- To Evade (2 categories)
- To Own (2 categories)
- To Rotate (2 categories)
- To Transfer (2 categories)
- Two Dimensional Frame (2 categories)
- Warning (2 categories)
- Audio Display Hardware (2 categories)
- Camera Dimensions (2 categories)
- Complete Information (2 categories)
- Difficulty Levels (2 categories)
- Evaluation of Ending (2 categories)
- Gameplay Rules (2 categories)
- Head Up Display (2 categories)
- Interface (2 categories)
- Located Camera (2 categories)
- Multiple Entity Manipulation (2 categories)
- Performance Record (2 categories)
- Presentation Hardware (2 categories)
- Roaming Camera (2 categories)
- Segmentation of Gameplay (2 categories)
- Special Weapon Indicator (2 categories)
- Temporal Resource (2 categories)
- To Exchange (2 categories)
- To Transport (2 categories)
- 1-Dimensional Gameworld (2 categories)
- Aural Output (2 categories)
- Compound Action (2 categories)
- Digital Pushbutton (2 categories)
- Expiration (2 categories)
- Gameworld Exhaustion (2 categories)
- Health Indicator (2 categories)
- Interleaved Games (2 categories)
- Locus of Manipulation (2 categories)
- Narrative Exhaustion (2 categories)
- Presentation Software (2 categories)
- Rotary Paddle Control (2 categories)
- Sensory Output (2 categories)
- Temporal Segmentation (2 categories)
- To Capture (2 categories)
- To Select (2 categories)
- To Traverse (2 categories)
- 2-Dimensional Gameplay (2 categories)
- Available templates (2 categories)
- Cardinality of Gameplay (2 categories)
- Confirmation (2 categories)
- Direction Pad (2 categories)
- Gameworld Rules (2 categories)
- Intransitive Relationships (2 categories)
- Manipulation Method (2 categories)
- Narrative Segmentation (2 categories)
- Player Configurable Buttons/Keys (2 categories)
- Pseudo-Physical Rules (2 categories)
- Side-Quest (2 categories)
- Success Level (2 categories)
- Third-person Point of View (2 categories)
- To Collect (2 categories)
- To Generate (2 categories)
- To Shoot (2 categories)
- VR Goggles (2 categories)
- 2-Dimensional Gameworld (2 categories)
- Bonus Stage (2 categories)
- Challenge Segmentation (2 categories)
- Control Bindings Display (2 categories)
- Dominant Strategy (2 categories)
- Feedback (2 categories)
- Goal Metrics (2 categories)
- Incomplete Information (2 categories)
- Level (2 categories)
- Map Display (2 categories)
- Next Piece Indicator (2 categories)
- Player Manipulable Rules (2 categories)
- Puzzle (2 categories)
- Rules (2 categories)
- Single Entity Manipulation (2 categories)
- Three Dimensional Camera Motion (2 categories)
- To Collide (2 categories)
- To Possess (2 categories)
- To Visit (2 categories)
- Vehicular Instrumentation (2 categories)
- 3-Dimensional Gameplay (2 categories)
- Boss Challenge (2 categories)
- Dynamic Difficulty Adjustment (2 categories)
- First-person Point of View (2 categories)
- Goals (2 categories)
- Indirect Manipulation (2 categories)
- Life Support (2 categories)
- Menu Interface (2 categories)
- No Game End (2 categories)
- Point Of View (2 categories)
- Radar Display (2 categories)
- Rules Synergies (2 categories)
- Solidity (2 categories)
- Tactile Output (2 categories)
- Three Dimensional Frame (2 categories)
- To Create (2 categories)
- To Manage Resources (2 categories)
- To Release (2 categories)
- Video Monitor (2 categories)
- 3-Dimensional Gameworld (2 categories)
- Buttonpress Indicator (2 categories)
- Checkpoint (2 categories)
- Cropping (2 categories)
- Economies of Scale (2 categories)
- Economies of Scope (2 categories)
- Fourway Joystick (2 categories)
- Gravity (2 categories)
- Input (2 categories)
- Lightgun (2 categories)
- Open Cycle Haptics (2 categories)
- Point and Click Interface (2 categories)
- Randomness (2 categories)
- Savepoint (2 categories)
- Spatial Checkpoint (2 categories)
- Taking Turns (2 categories)
- Thruster (two-way) Joystick (2 categories)
- To Remove (2 categories)
- To Target (2 categories)
- Transitive Relationships (2 categories)
- Visual Display Hardware (2 categories)
- Agent Goals (2 categories)
- Camera-based World View (2 categories)
- Closed Cycle Haptics (2 categories)