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THE GAMENOW JOURNAL

Lecturas

Ideas sobre crear juegos y compartir la diversión.

01 / GAMENOW

¿Qué es realmente un juego?

Una reflexión antes de otra lista de requisitos

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CHRONO ACES: One Finger, Six Eras, 360° of Sky

How CHRONO ACES works: the three time-patrol fighters, steering with one finger in any direction, six eras from 1917 biplanes to 2199 flying saucers and their bosses, four weapons with three levels, the dodge, decoy and time brake, chains and rescues, the star rules, co-op for four and team dogfights up to 4v4.

En inglés

A spoiler-free guide to the little secrets in GameNow

A gentle introduction to 252 optional Easter eggs added across 84 GameNow games. Play normally, then notice small details and records when you have time to look.

En inglés

Tres juegos de navegador gratis para retar a un amigo a tu ritmo

Juega primero a Mini Golf, One-Button Dash o Two Beat y envía un reto con el mismo recorrido o tramo. Puedes empezar sin instalar nada y tu amigo puede intentarlo cuando tenga tiempo.

Three browser games for two people sharing one phone

Take turns with Mini Golf, Table Curling, and Alkkagi on a single device. Choose local play, learn the controls together, and agree on a short round.

En inglés

NOVA SQUADRON: Lead the Shot, Hold the Lock, Roll Through Fire

How NOVA SQUADRON works under the hood: the three starfighters, the lead circle and aim assist, lock-ons for missiles and torpedoes, evasive rolls and decoys, all six missions from the asteroid patrol to the fleet showdown, co-op for four and team dogfights up to 4v4, and the phone controls.

En inglés

RUST BUSTERS: The Ring, the Red Circle and the Roll

How RUST BUSTERS turns CABAL's roll-and-shoot and Virtua Cop's shrinking lock-on ring into a phone shooter: what each warning means and how to dodge it, cover that breaks, weapons, five bosses' weak points, what changes with two players, and the touch controls.

En inglés

WORLD CAMP: Why the Tent Goes Up in That Order, and Comes Down Backwards

How WORLD CAMP turns a real pitching order into rules, from ground sheet to guy-line tension, a tarp held up by one pole and two lines and a teardown in reverse, and how WORLD DRIVE roadsides become campsites friends can visit.

En inglés

ECHOES: Crossing Five Worlds Without a Word

A cinematic platformer about a child lost through a portal on a night of falling stars. Weighty jumps and ledge grabs, a checkpoint on every screen, and how to read a story told without dialogue. No ending spoilers.

En inglés

PAINT TOWN: Why Last-Second Paint Doesn't Decide the Match

How the two-minute team paint game counts territory every 10 seconds, what 1,800 simulated matches showed about buzzer-beater repainting, and what that means for expanding, reclaiming and calling your teammates.

En inglés

RIDE JAM: The Round Plaza, Rails and Why Every Level Can Be Solved

How the theme-park queue puzzle works under the hood: guests circling a round boarding plaza, why four platforms are the real puzzle, Rush Hour-style rail rides, how each of the 60 levels is built to be solvable, and what a person-like bot says about difficulty.

En inglés

Alkkagi Guide: Power, Angles, Edges and the Computer’s Habits

How GameNow’s Alkkagi turns a pull into power, why a straight hit leaves your stone on the board while a thin hit sends it off, what the 52% and 55% marks mean from the opening rows, how the computer levels play, and how to invite friends with a four-character code.

En inglés

Escape: Omega Protocol — How to Explore the Six Rooms

A standalone Omega base side story. How clue hunting, the 30 devices, hidden Ω fragments, base time and the five endings actually work.

En inglés

Spot Together Guide: What Changes, How Taps Are Judged, and How to Win as a Team

How GameNow’s Spot Together builds its differences, which kinds appear most, how big the answer area is, how the mistap lock and 90-second timer work, and how to set up 1:1 to 3:3 friend matches and split the search as a team.

En inglés

Table Curling Guide: Weight, Guards, Take-outs and the Hammer

How GameNow’s Table Curling turns your pull into weight, why 66% lands on the button, how collisions and the bumper work, how ends are scored, how the computer levels differ, and how to invite friends with a four-character code.

En inglés

MOONLAKE Fishing Guide: Line Tension, Gear Upgrades and When Rare Fish Bite

How MOONLAKE decides whether a fish is landed, snaps the line or gets away, what each gear upgrade changes, and the weather and time of day that bring out its rarest fish.

En inglés

GRAND VERDICT Guide: Your First Operation and How to Plan an S-Rank Run

What each mistake really costs in GRAND VERDICT, which verdict methods can still reach S and by when, why the bonus evidence has to come early, and a phase-by-phase plan for Sangre Dorada.

En inglés

How EUREKA LAB Checks Your Experiment: Light, Circuits, Motion and Chemistry Rules

The rules EUREKA LAB uses to judge each run: exact light colours, the currents that make a bulb dim, bright or burnt out, how flows and pH are counted, what the hint button really does, and how race points and bots work.

En inglés

PET PARADE Guide: What Each Job Really Does, Star Counts and Race Pace

How the eight jobs in PET PARADE work in cells and seconds, why some stars cost a pet, how to get a stopper back without losing it, and how fast the race bots finish each course.

En inglés

MECH MARS Combat Guide: Weapon Numbers, Rear Armour, Medals and Holdout

What each MECH MARS weapon really deals and costs in heat, how the four frames compare, why hitting a mech from behind pays, how Overdrive and repair crates work, what the three operation medals ask, and how Holdout's endless waves scale.

En inglés

DOGFIGHT Missile and Loadout Guide: When to Fire, How Missiles Miss, and What to Upgrade

How missiles lock, chase and miss in DOGFIGHT: launch ranges against fleeing targets, why campaign missiles hit softer than online ones, how enemy pilots decide to shoot and dodge, which jet and missile pair to fly, and which upgrades count online.

En inglés

SEVEN STREET Guide: How Shots Go Wide, Picking Passes and Clearing the Court Tour

The numbers behind SEVEN STREET's shooting, passing and running: when a shot can go wide, why keyboard corner shots miss, how hard to kick, how the game picks your receiver, and what each of the seven Court Tour courts asks of you.

En inglés

BATTLE EARTH Survival Guide: Outrunning the Collapse, Hit Thresholds and Bot Behaviour

How fast the collapse really moves, what each loadout point changes, how many hits each weapon needs, why ammo goes to the gun in your hands, and how the bots in BATTLE EARTH aim, heal and hunt.

En inglés

NEON ORBIT Pinball Guide: Ball Save, Kickbacks, Missions and Planning Three Balls

How NEON ORBIT decides when you get a ball save and a skill shot, how the flippers and kickbacks work, what the three-step mission chain pays, and what a lost ball keeps or takes away.

En inglés

DIAMOND RUSH Challenge and Home Run Derby Guide: Eight Stages, Three Stars and Derby Scoring

How each of the eight Diamond Challenge stages is judged and what earns the second and third star, why a single can't win Walk-off Comeback, how to set up the Turn Two double play, and how Home Run Derby points add up.

En inglés

STEEL STREET Guide: Builds, Skills, Perks and All Four Stages

How the three attribute points, three skills and nine perk cards change your fighter in STEEL STREET, what each fighter's combo actually deals, and what waits in each of the four stages, from the subway train to Foreman Hammer.

En inglés

Cotton Puff Adventure Stage Guide: All Five Stages, Rainbow Stars and Flower Stamps

A stage-by-stage guide to Cotton Puff Adventure: how many grumps, stars and checkpoints each stage has, where the rainbow stars and gates are, how the Grumpy Cloud King's attack order works, and what changes when friends join.

En inglés

SimWorld City Budget Guide: What Things Cost, Where Tax Comes From and When to Build Services

How money works in SimWorld: the price of roads, zones and facilities, tax and upkeep per settlement, what the three demand bars measure, how density changes the numbers, and the population at which each public service starts to count.

En inglés

APEX KART Items, Team Points and Phone Controls: A Practical Guide

How APEX KART hands out its ten items by race position, what each one does in the physics code, when to use it, how team points really add up, and how the swipe controls on phones work.

En inglés

How to Solve Nonograms in NEMO: Overlaps, Crosses and Reading the Hint

Solve NEMO’s 100 nonograms line by line: the overlap count, edges and crosses, what struck-through clues don’t prove, and using the hint to find your own mistakes without spending stars.

En inglés

194X Power-Ups and Hangar Guide: Weapon Levels, Sub-Weapons, Parts and Perks

How 194X’s power levels, cycling sub-weapon pickup, item drops, shoot-down penalty, hangar upgrades and perks actually work, with the numbers from the game’s code and a plan for your first runs.

En inglés

Dawn Kingdom Strategy Guide: Battle Math, Warbands and Timing the Win

How damage, enemy targeting and retreats are calculated in Dawn Kingdom, when each garrison becomes beatable, how Twilight Warbands choose their target, and how to time the third ruin with 60 glory.

En inglés

Frostbound First Journey Guide: Combos, Mana and Boss Patterns by the Numbers

Frostbound’s first journey worked through with the numbers in the game code: freeze-and-shatter damage, mana budgeting, stepping out of every enemy attack, the three region bosses, and where your levels come from.

En inglés

MiniWorld First Week: Clearing the Four Life Stages

What you start with, how each MiniWorld life-stage goal is actually counted, what to buy first, and the fishing, friendship, request and hunger numbers that decide how fast your first week goes.

En inglés

Four-Ball Billiards (Sagu): Rules, the Opening Shot, Aim and Spin

A practical guide to Korean four-ball as played on GameNow: how a carom is judged, the far-red opening rule, reading the path guide, choosing power and follow, draw or side spin, and how three-cushion differs.

En inglés

Mulkko Guide: Counting the Water Clock, Reading Failures and Earning Three Stars

How water timing works in Mulkko, turn by turn: when the clock starts, how to count the deadline for each gap, why the shortest solutions open the gate late, what each failure message means, and how rounds change in two-player Together mode.

En inglés

U.F.O — The Last Signal Survival Guide: Bag Space, Weapon Numbers and a Chapter-by-Chapter Route

How the eight-slot bag, the five weapons and the flashlight battery actually work in U.F.O — The Last Signal, how many hits each enemy takes, and what to collect and avoid in each of the three chapters, solo or with a partner.

En inglés

Ember Vault Beginner's Guide: Reading Intents, Spending Gold and Choosing Doors

How Ember Vault works out enemy moves, which enemies grow stronger the longer a fight runs, what each door, event and shop item costs, and how to use your first run's starting deck well.

En inglés

Fivewells Class Guide: Five Classes, 12 Skill Points and How a Level Is Earned

What the Warrior, Priest, Mage, Hunter and Rogue actually do in Fivewells, which skills are worth extra ranks, how experience and levels come in a match, and how each class is countered.

En inglés

FreeCell Strategy: How to Win More Deals

How many cards you can move at once, why an empty column beats a free cell, when to spend a free cell, and how undo and hints work in FreeCell Mania — plus how Solitaire, Golf and TriPeaks differ.

En inglés

Jewel Legend Special Gems Guide: Shapes, Blasts, Combos and What Each Move Is Worth

How Jewel Legend decides which shape you made, what line gems, bombs, colour bombs and potion gems clear, what every special pair does, and how many points, damage and mana each kind of move is worth.

En inglés

Making Two Beat: a rhythm game built on two buttons

A devlog on how Two Beat's songs and charts are generated from code, how timing is judged against the sound you actually hear, and what changed after review and testing.

En inglés

Mini Golf Hole by Hole: Tested Lines for All 15 Holes

Hole-in-one and two-shot lines for every Mini Golf hole, worked out by running the game's own physics: keyboard recipes, full-power bank shots, Moving Gate timing, the Launch Pad landing spot and what mirrored holes change.

En inglés

One-Button Dash Timing Guide: Hold Length, Press Windows and Reading the Course

How long to hold, when to press and why a longer hold is usually the safer jump in One-Button Dash, with press windows measured from the game’s own physics for spikes, gaps, blocks and saws at every speed.

En inglés

Starlight Survivor Build Guide: Levels, Slots, Weapon Numbers and Your First Evolution

How experience, the eight slots and evolutions work in Starlight Survivor, with every weapon’s and ability’s numbers at level 1 and level 5, how hard each monster hits, where the score really comes from, and how to have an evolution ready for the first giant.

En inglés

Tiny Garden Defense Tower Guide: Costs, Damage per Coin, Placement and the Coin Economy

Every tower’s cost, damage, range and firing interval in Tiny Garden Defense, what a coin buys at each level, how much path the best tile covers, how many coins a round pays, and an opening plan built from those numbers.

En inglés

Jelly Rumble Solving Guide: Reading Pieces, Counting Cells and Using Hints Well

A practical guide to Jelly Rumble’s pieces and molds: which shapes appear at each level, how many turns each needs, cell counting and the checkerboard check, what the hint and stuck alert really do, and how to pace each mode.

En inglés

North & South Beginner's Guide: Scoring, Supply and Unit Matchups by the Numbers

How North & South actually counts points, refills supply and resolves fights: capture timers, the catch-up supply formula, unit stats, tested matchups, terrain per map and what each AI level does.

En inglés

Parcel Rush Guide: Parcel Flow, Throws, Maps and Picking a Team Size

How Parcel Rush decides how many parcels arrive, how far a throw slides, what each map’s belt timing means for where you stand, and how robots, team size and Versus change the job, with numbers taken from the game’s server code.

En inglés

Sandfront Economy and Opening Guide: Power, Harvesters, Absorption Nests and the First Minutes

How Sandfront’s economy is calculated: pay-as-you-build queues, the power budget of each faction, harvester mining and unloading rates, Absorption Nest income, crystal regrowth, and the opening build orders the computer itself uses.

En inglés

TERRALOOP Survival Guide: Stamina, Camp Cooking, Fire, Ice and Weather

How stamina, camp cooking, fallen packs, rain, wind, grass fires, thermals and ice work in TERRALOOP, with the numbers from the game's rules and what they mean on your first expeditions.

En inglés

WORLD DRIVE Time Trial Guide: Read the Road, Know the Car, Earn Gold

How WORLD DRIVE's timed laps really work: which roads are decided in the bends and which on the straights, how the ten cars differ in grip, brakes and steering, what the Corner · Aim line means, and how to use the sector review.

En inglés

ROBO ARENA Hero Guide: Playing and Beating All Six Robots

Spark, Volt, Bloom, Pop, Bumper and Lens by the numbers: damage per second, falloff, how many hits each robot takes, what every Q, E and passive really does, which defences stack, and how to beat each one.

En inglés

Flight Earth Check Ride: How All 20 Points Are Scored

A course-by-course guide to the First Flight check ride in Flight Earth: what each of the 20 items actually measures, the speeds and limits behind them, what a crash costs, and the mistakes that most often stand between you and your wings.

En inglés

How Shisen-Sho Paths Work: Reading GameNow's 8 × 10 Board

The two-bend rule exactly as GameNow's Shisen-Sho checks it, which pairs always connect, why the opening offers only two kinds of pair, a scanning routine, and how the energy bar shapes play against the AI, a person and the daily board.

En inglés

Brick Arena Beginner's Guide: Best of Three, Six Layouts and the Final Stretch

How a solo Brick Arena match runs: three rounds on six brick layouts, goals worth double in the last 45 seconds, how brick points become damage, what the practice AI does, and how online play and Today's challenge differ.

En inglés

Mine Rush Guide: Number Patterns, Guess Costs and the Practice Round Rules

How to read the number patterns that decide a Mine Rush race, what a guess really costs, how the Easy, Normal and Hard boards differ, and how the rotating practice rules (Sector Survey, Smoke storm, Extra scan, 3-minute rush) and the three result stars work.

En inglés

Othello Strategy Guide: Corners, Mobility, Frontier Discs and Parity

Why flipping the most discs loses Othello games and what to watch instead: corners, X- and C-squares, mobility, frontier discs, edges, parity and endgame counting, with board examples and the practice tools in GameNow’s Othello.

En inglés

Real Fight Beginner's Guide: Picking a Fighter and Winning Your First Rounds

A first-timer's guide to Real Fight: how rounds and time-ups are decided, the seven fighters compared by health, speed, reach and damage, which one to learn first, how the AI levels play, and what changes with a friend, online and on a phone.

En inglés

Snake Duel Strategy: Cut-offs, Head-ons and Trapping the AI

Tactics for GameNow's two-snake Snake: why a cut needs a two-cell lead, when a head-on is a fair trade, how each AI level can be trapped, how boost and queued turns behave, and what changes online and in Today's snake.

En inglés

Sudoku Solving Techniques, from Scanning to X-Wing

Sudoku logic step by step — scanning, singles, notes, pairs and triples, pointing pairs, box-line reduction and X-Wing — with worked examples, and how GameNow’s Sudoku grades puzzles, gives hints and counts mistakes.

En inglés

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