Across
- 2. Characters in the game care ontrolled by the computer rather than a player.
- 4. Egg: A hidden feature, reference, or secret within the game, often for dedicated players to discover.
- 6. Battle: A challenging encounter with a powerful enemy, often found at the end of a game level or stage.
- 8. The invisible area around an object in a game where collisions can occur, affecting hit detection.
- 11. (Heads-Up Display): The on-screen interface that displays vital information to the player, such as health, ammo, and minimaps.
- 13. Level: The setting that determines the overall challenge of the game, ranging from easy to hard.
- 15. An early part of a game that teaches players how to play, often introducing game mechanics and controls.
- 17. A temporary item or ability that enhances a player's capabilities, such as increased speed or strength.
- 18. A specific objective or task assigned to the player within the game's narrative.
- 19. Point: A designated location where players can save their progress in the game.
- 20. Timer: The countdown period before a player can respawn after dying.
- 22. Hit: An attack that deals extra damage, often due to chance or specific conditions.
- 24. Mechanics: The rules and systems that define how the game operates, including controls, physics, and interactions.
- 25. Points (HP): A numerical representation of a character's health or vitality.
- 26. Over: A screen indicating the end of the game due to a player's defeat or completion of objectives.
- 28. A predefined point in the game where players can respawn after they die.
Down
- 1. A menu or screen where players manage and store items they collect during the game.
- 3. Items, equipment, or rewards that players collect during the game.
- 5. (Artificial Intelligence): The computer-controlled behavior of characters and entities in the game.
- 7. The time a player must wait before they can use a specific ability or item again.
- 9. Engine: Software that simulates the physical behavior of objects and characters in the game world.
- 10. The process of a character gaining experience points and becoming more powerful in the game.
- 12. Time Event (QTE): A gameplay sequence where players must quickly press specific buttons in response to on-screen prompts to advance the game's narrative or avoid danger.
- 14. Quest: An optional quest that players can choose to complete, often providing rewards or additional story elements.
- 16. The act of a player or character re-entering the game after being defeated.
- 17. A game mechanic where the player loses all progress upon character death, often found in roguelike games.
- 21. Tree: A branching conversation system that allows players to make choices that impact the game's narrative.
- 23. The practice of completing a game as quickly as possible, often with specific rules and techniques.
- 27. Tree: A visual representation of character progression, showing the different abilities or skills a player can unlock.
- 29. The sense of being deeply engaged and absorbed in the game world.
