Практика Shadowing: My Favourite Games From GMTK Game Jam 2026 - Изучайте разговорный английский по видео

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Video games are all about numbers going up.
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Score going up.
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Money going up.
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Power going up.
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They're about adding and multiplying and doing out-of-control combos.
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It's just rampant, unchecked greed, and I'm sick of it.
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So, I challenged game developers around the world to come up
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with games about numbers going in the other direction by asking them to make games with the theme Count Down.
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And boy did you all come through.
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Because for GMTK Game Jam 2026, more than 37,000 people signed up to make more than 10,500 games.
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Which is not only the biggest GMTK Game Jam yet, but it also meant we surpassed Global Game Jam this year.
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Which, I guess, means we're the biggest jam now.
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Okay.
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Cool.
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But enough yapping and back-slapping.
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Let's look at some games.
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As always, I got the community to rate and review the submissions,
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which gave me a shortlist of incredible experiences to check out across a bunch of different categories.
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And from there I chose my 20 favourite games of the jam.
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Here they are, in no particular order.
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Today takes inspiration from a photo booth countdown to make a
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game where kids can tort their face in the few seconds before their portrait is taken.
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So you've got a target expression on the left side of the screen, and then by using all manner of keyboard keys or controller buttons,
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you've got to squeeze your subject's facial features to match the mug on the left.
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It's one of those things where you never quite get the hang of it.
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Even when you internalise where the eyebrows or the lips are situated on your gamepad, you still find yourself stumbling and fumbling at the very last second.
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Which is always more funny than frustrating.
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Now Picture Day certainly wasn't the only game to play with facial features and camera countdowns, but it's certainly the most polished and playable of the bunch.
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11.59 simulates that moment where you're just minutes away from your homework deadline.
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And now you're in a mad dash sprint to get it uploaded before time counts down to midnight.
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So you've got a rapidly expanding list of deliverables.
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And each one requires more steps and side quests than the last.
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Like looking up the password to a document, or converting the file into a PDF, or having to watch through a video.
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Then your screen is littered with spammy pop-ups.
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Then you've got to clear out the task manager by playing Space Invaders.
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Then you realise you can leave the computer and walk around your apartment to find more clues and passwords.
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What?
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No one told me that.
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It's a rapid-fire, nightmare-inducing gem of a game, and I absolutely loved it.
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1, 2, 3D is a clever game about switching perspective by counting down the number of dimensions.
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From an isometric, tunic-looking 3D game to a side-scrolling 2D platformer and even a single dimensional line.
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Each perspective has unique strengths and weaknesses, so you'll need to flip through the lot of them to find the perfect place to be.
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Ultimately, I'm just super impressed by how the developer pulled this off.
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It seems simple, but I'm sure this was a programming nightmare to get done in just four days.
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Bravo.
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VeggieBrawl is an auto-battler where you watch your squad of pumpkins,
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aubergines, and tomatoes duke it out with another group of groceries.
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And if it was just that, well, then it wouldn't be in this video.
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But what makes VeggieBrawl so brilliant is the way you put together your team.
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Because each battle starts at an auction house, where ten vegetable fighters are put up as lots.
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You and your opponent each start with a thousand bucks, and then you have to decide how much you want to spend on each warrior by choosing
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when to stop this countdown clock.
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Now obviously you want to pay as little as possible for each team member, but you can't wait too long or your opponent will snap them up first.
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So you have to look at the vegetable stats and decide how much they're worth and if they're worth losing.
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It's a brilliant twist on the genre.
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So much so that I've recommended it here, even though I lost every single round I played.
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Circuit Breaker is a grid-based puzzle game that plays with the countdown of a bomb and its fuse.
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In each level, you must connect a stick of dynamite to this fuse, and then exit the level before you're blown up.
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Oh, that's no good.
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So you'll have to be clever about where you lay the fuse,
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perhaps making it as long as possible so you've got time to get out before the whole level goes boom.
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Things escalate elegantly from there.
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Like, the fuse becomes electrified as the spark passes along it, which means it eventually becomes an impassable obstacle.
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And then later, the spark can be used to trigger special switches.
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All in all, this is a very clever puzzler with a bunch of thoughtful conundrums that, if you're asking me, strike a perfect difficulty balance.
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Major Moo's moonbound Milky Way mission is… a mouthful.
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But it's also a manic rocket building farce where you've got to construct the perfect spaceship in the few seconds before liftoff.
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Now, okay, this game does also count up as you make more money the higher you go.
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And then you can spend that cash to unlock upgrades like a longer countdown, better fuel consumption and improved durability for your ramshackle cow construction.
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Although we're not exactly escaping the number go-up grind here.
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But I gotta admit, I put a lot of time into this game as there was something oh
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so addictive about slowly improving my rocket-making skills and getting closer and closer to the moon.
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God damn it, that's why so many games are all about counting up.
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I've been had.
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Count Your Clones is a mind-bending, single-player co-op game.
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Basically, you're a little alien who is trying to explore a
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planet before they're killed off at the end of a six second countdown.
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Now you've got to start again, but your previous self is still here, repeating everything they just did in the previous loop.
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So if Alien 1 stands on a pressure pad and dies, Alien 2 can walt through the door that's linked to said pressure pad.
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Things get more complex from there.
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You'll find items that let you take shortcuts and open up new parts of the world.
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And eventually, you'll get a gun.
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And realise that not only can you use it to break boxes and hit buttons,
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but you can also kill your previous clones to stop them from doing what they did last time.
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What?
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Help?
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How?
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I'll be honest, it'll get a little bit much, as dozens of old ewes are swarming the screen like confused mice.
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But I've got to admit, it's one of the most creative and ambitious games I played during the jam.
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I was seen as the weakest hero
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but I can secretly edit the metadata of the world is… a name and a half.
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So this one is a simple story game about a knight and a princess.
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In each scene you're given a short paragraph, and then must remove words until you've whittled down the word count while still keeping it as a plausible English sentence.
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It's easy, but I ended up kidnapping the princess, stabbing her, bribing a horse with a guard ,
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and then riding off into the sunset with truly awful karma.
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Ah.
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Turns out you can omit other words and make different stories, and the tale will branch out in other directions.
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It's silly, funny, and actually pretty darn clever.
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I'd like to see an expanded version of this idea.
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Even Segments is one of many games that use the literal digits of a countdown clock.
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This one is my favourite, though.
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A mini Metroidvania that has you scouring a map for levers and buttons that make the clock do different things.
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So at first, you'll have to wait until the numbers are in the perfect position.
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So you can slip past the thin one, or use the three as a ladder.
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But then you'll find a switch to make the numbers stop.
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Or count up.
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or flip the digits, and so on.
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It turns the whole thing into a digital Zelda dungeon, as you must zigzag around to make everything line up perfectly.
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This is also a good example of why presentation doesn't really matter in game jams.
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This one has no audio, and the main character is a rectangle, but if you look past that, you get a puzzle platformer that will have your head spinning.
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My Hand Is A Gun is a top-down shooter with just five shots.
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You start with an outstretched hand, which works like a big ol' baseball bat.
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But once that's been used, it's onto forefingers, which acts like an SMG.
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And so on until you're out of digits.
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It turns each battle into a tense tactical fight where you have to carefully use each of your powers.
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And you'll have to internalise what each finger combo does, right in the heat of battle.
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else you'll waste your awesome pointer finger laser by shooting at the wall.
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Between rounds you'll get to level up your weapons, adding an addictive meta-level structure to the whole thing.
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Fun.
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Rudimentary, unfinished shooter entry is, well, a ruse.
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Sorry for the spoiler, but I can't really talk about this one without telling you
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that it's a bit more than just a dodgy twin-stick shooter prototype
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that looks like the creator struggled to get it in on time.
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No. Because once you get past the intro, it turns into a clever puzzle game about shooting orbs to swap their position.
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And using temporal zones to slow down your bullets so you'll have time to get in position before the shot hits.
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Clever stuff.
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And then it does something I've never seen in a game before.
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Because if you refresh the page, the game world resets but your character's position stays the same.
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Which can be used to solve certain puzzles.
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That's slightly unnerving, this is not how games are supposed to work, but it also adds a bizarre extra dimension to proceedings, as you must always remember
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that you can break outside the confines of the game to unlock more angles for your puzzle solving.
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Huh.
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By the numbers?
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Made my brain hurt.
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The game features a line of people, each counting down one number from 20 to 1.
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So when it's your turn, remember the last number and say the next in sequence.
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Easy, right?
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Ah.
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Except there are other rules to remember.
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Like if the number is a multiple of three, you've got to say fizz instead.
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And if it's a multiple of five, you've got to say buzz.
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Oh, and if it's both, say fizz buzz.
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Of course, if you're a dog, you've got to say woof.
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And if you've got an afro, you just have to say alright.
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it becomes a game of mental gymnastics where you have to keep track of the sequence
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and do a bunch of calculations and quick-fire assessments before answering.
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I ended up saying everything out loud to my computer like some sort of maniac shouting fizz, buzz, 16, woof, and so on.
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Good stuff would woof again.
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Game Jam Simulator 2026 is a silly little slice of life,
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showing exactly what it's like to make a game in a ridiculously short period of time.
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So with just 80 seconds left to go, you've got to cut the scope, draw the graphics, fix the bugs,
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and so on in a series of silly minigames.
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At least the Game Jam website doesn't crash at the last second.
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A Bug's Short Life is a platformer about a tiny bug who can only survive for about five seconds.
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So hopefully you can use
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that time to quickly grab a bunch of golden leaves you can then spend those to unlock more time, more powers, more speed, more mid-air jumps.
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Now you can go further, get more money, get more powers.
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Oh my god, we're counting up again, aren't we?
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But it's so much fun.
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Because the level layout is exactly the same each time, you learn the best routes and the best ways to make money.
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And eking out a little more distance with each run just feels oh so satisfying.
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It's hard not to keep going until you manage to make the final rush through the hardest bit
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and get to the end.
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Null Rush is the brilliant Balatro successor we've all been waiting for.
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It's a game where you fight a number by playing cards that make it count up.
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Or more importantly, count down.
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Because if you get it to zero, you win and move on.
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But if you mess it up and run out of cards, the number is removed from your health bar.
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And so begins a ludicrously clever game about maths.
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Where you'll need to perhaps add to a number, temporarily making it more deadly, before you chop it down to size with a deadly division symbol.
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There are also special cards with powerful extra abilities.
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It's just about playable for mathematical morons like myself, though at one point I did have, like, a children's six times table on my phone,
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which felt like a particularly pathetic way to cheat.
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The animal clipart really rubs it in.
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Otherwise, Null Rush is an absolute belter and one of the games I'd really like to play more of.
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Quick shout out to Number, which had a similar idea and is also pretty swell.
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Research and Detonation is a game about carefully placing down bombs.
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Your goal is to move boxes into goal spaces by blowing the boxes across the room with a bomb.
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And each bomb counts down at a different rate, so you'll need to get the timing right to make everything line up.
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It is perhaps a little… clean and clinical.
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Soulless, if you will.
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Check out Minibolf or Cat-Esposion for other games with a similar idea.
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But there's something so sharp and elegant about this one that I really like.
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I feel like it could have come on a demo disc for Windows 95
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and I would have played the hell out of it in the mid-90s.
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Dexfusal is a game about driving a car while looking at your phone.
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Which normally I would wholeheartedly oppose.
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But, seeing as you need to play mini-games on your mobile to defuse a stack of dynamite on your dashboard, I'll let you off just this once.
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And so it becomes a game of dividing your attention.
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Between a driving game where you swap lanes to avoid crashing into mountains, and a mini-game collection where you answer math problems,
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play two-button DDR, and return ping-pong serves.
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It's manic, lots of fun, pretty addictive, and has a great pixel art art style.
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Drill Dracula, the count goes down, is wow.
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How has it taken this long to get to a Dracula-themed game?
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Yeah, that's right.
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As with all GMTK Game Jam themes, there's a way to be cheeky and find some alternative definition for one of the words.
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And so a lot of people made games about the most famous count of all, Count Dooku.
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No, sorry, wait.
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Count Dracula.
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But this one is also about counting down, as Dracula drills deep into the earth,
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dodging moles and collecting gems before time runs out and he explodes.
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Of course, there's a shop in between runs where you can level up, get more abilities, and oi, we're counting up again, cut it out.
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Sketch Down is a game about taking rapid-fire notes.
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You're shown a series of paintings and have to quickly draw your own sketch of what you see,
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and make sure it's accurate because you'll have to link this sketch to the right picture at the end of the round.
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Soon enough you'll get the joke.
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The pictures are all alarmingly similar, and you have just seconds to make your sketch.
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So it becomes a game of finding the most unique parts and identifying features.
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Like that's the one with the dog.
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The one with the flag.
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The one with the horse.
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Oh crap, that one also has a horse.
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Despite the challenge, I managed to get 10 out of 10 thanks to my quick thinking
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and smart sketching which feels like a bit of a redemption after my maths fail earlier.
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And finally, some reassembly required is my actual favourite game of the jam.
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I lied when I said there was no order.
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So this is a Zaktronic style game where you have to
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instruct two robot arms to build a spaceship by giving them simple commands.
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But the twist is that you've only got ten instruction slots, because you have to get everything done before liftoff.
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And this time limit adds an excellent new wrinkle to the spacechem formula.
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And the second arm is a lot of fun to play with, as you can even drop pieces from one arm and catch it with the other.
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And there's even a time scrub feature, so you don't have to watch the whole thing play out in order to find bugs.
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Which should make it easy, but it's still a tricky game, where even the first easy level is a bit of a head-scratcher.
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Lovely stuff, and a truly excellent take on the theme.
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So there we have it.
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As for some honourable mentions, Mok Mok is like WarioWare as an adventure game,
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as you must figure out how to fulfil the hidden requirements on each screen.
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271 seconds is a slick, time management snipe-em-up where every action takes a certain amount of time to perform.
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Kitchen Master Cook-Em-All is a JRPG where stopping a clock as close to zero is your combat system.
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Down for the Count is a typing game where a coach must talk his boxer into getting back up.
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Clink-plonk is Bellatro Pachinko.
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Which is a real sentence.
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All of those words do have meaning.
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Chrono Sync Clockwork feels like a lost Super NES game.
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And Heist Watch is Hotline Miami meets Superhot.
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And if you run out of time, you have to battle the Time Police.
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Cool.
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What an incredible collection of games.
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And I literally only scratched the surface.
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Because despite playing over 100 games, I've barely seen 1% of the entries.
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So I implore you to go to the submission page on itch.io and look at the games for yourself.
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Almost everything you play will be inventive, ambitious, fun or funny.
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Let me know if you found a hidden gem in the comments down below.
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And if this has inspired you to enter for yourself, then I've got some good news.
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Because GMTK Game Jam will return in 2027 on August 11th.
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That's right.
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I've heard the feedback that you need more notice before the jam begins, so here's a full year to get your ducks in a row.
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Take time off work, practice your skills, get good with your engine.
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Maybe check out Godot, which actually surpassed Unity as the most popular engine of this jam.
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Anyway, you can register for GMTK Game Jam 2027 right now.
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Link in the description.
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Thanks so much to everyone who took part, as well as my faithful moderation crew over on the GMTK Discord.
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Thanks for watching, see you next year.

Почему тренировать речь на этом видео?

Это видео — идеальная база для shadow speech (тенировочного произношения), потому что оно сочетает живую разговорную речь с яркими примерами. Вы научитесь выражать эмоции, описывать игры и структурировать мысли, как настоящий блогер. Тренируясь на нём, вы улучшите темп речи, интонацию и уверенность — всё, что нужно для естественного общения! А тема игр делает процесс увлекательным: вы не просто учите, а погружаетесь в интересный контент.

Грамматика и выражения в контексте

  • "It's just rampant unchecked greed and I'm sick of it!" — Здесь используется конструкция "I'm sick of it" (я устал от этого), которая отлично подходит для выражения раздражения. Учащиеся часто забывают такие живые фразы, но они делают речь естественной.
  • "Which is not only the biggest GMTK Game Jam yet — but it also meant we surpassed Global Game Jam this year." — Структура "not only... but also" (не только... но и) помогает подчеркнуть важность факта. Практикуйте её, чтобы логично соединять идеи.
  • "Even when you internalise where the eyebrows or the lips are situated on your gamepad, you still find yourself stumbling and fumbling..." — Фраза "find yourself + глагол" (находить себя в ситуации, когда...) описывает неожиданное действие. Очень удобна для рассказов о повседневных ситуациях.

Трудные места для произношения

В видео есть слова, которые могут сбить с толку. Например, "rampant" (неукротимый) произносится как /ˈræmpənt/, а не "рампант". Ещё "contort" (искажать) — /kənˈtɔːrt/, а не "конторт". Обратите внимание на интонацию в фразах типа "What! No one told me that!" — повышение тона на "What" подчёркивает удивление. Используйте Shadowing английский для повторения: слушайте фрагмент, останавливайте, повторяйте с тем же темпом и интонацией. Это поможет быстро усвоить правильное произношение.

Тренируйтесь регулярно, и вы увидите прогресс уже через неделю. Shadow speak — это быстрый способ улучшить речь, и это видео — ваш идеальный инструмент! Удачи!

Что такое техника Shadowing?

Shadowing — это научно обоснованная техника изучения языка, изначально разработанная для подготовки профессиональных переводчиков и популяризированная полиглотом доктором Александром Аргуэльесом. Метод прост, но эффективен: вы слушаете аудио на английском от носителей языка и немедленно повторяете вслух — как тень, следующая за говорящим с задержкой в 1–2 секунды. В отличие от пассивного прослушивания или грамматических упражнений, Shadowing заставляет мозг и мышцы рта одновременно обрабатывать и воспроизводить реальные речевые паттерны. Исследования показывают, что это значительно улучшает точность произношения, интонацию, ритм, связную речь, понимание на слух и беглость речи — что делает его одним из самых эффективных методов для подготовки к IELTS Speaking и реального общения на английском.