#GameCrafting
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Want to craft the Rage Axe in EverQuest (EQ)? 🪓 This guide walks you through the exact steps to create this powerful weapon and dominate the battlefield! ⚔️
Read now 👉 https://playingcell.com/make-a-rage-axe-in-everquest-eq/
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How to Craft Infinite Craft Within the Game – A Guide for Ultimate Creativity! 🎮✨
If you’re a fan of Infinite Craft, then you already know it’s a game built on endless creativity and exploration. 🌌 For many players, the ultimate goal is to craft everything imaginable. But have you ever thought about taking it one step further? That’s right – crafting the game itself! In this guide, we’ll walk through the steps to help you achieve this seemingly impossible task.
It may sound wild, but with the right combinations and a bit of creativity, you can craft Infinite Craft within the game. Let's dive into the magic of crafting!
Step 1: Start with the Basics 🛠️
Before you can create something as grand as Infinite Craft, you need to gather your basic elements: water, earth, fire, and air. These are the building blocks for everything you’ll craft. Here’s how to start:
Combine water and earth to create mud.
Mix fire with water to produce steam.
Use steam and earth to form stone.
Finally, combine fire and stone to create metal.
These materials will set the stage for crafting more complex items that will bring you closer to your goal.
Step 2: Craft Your World 🌍
Now that you have your basic elements, it’s time to start creating the structures needed to build a world inside Infinite Craft.
Create Sand: Mix earth and fire to get lava, then cool the lava with water to create sand.
Build the Sandbox: Combine your sand with an engine (which you can craft using steam and fire) to form a sandbox. The sandbox will be your playground for building the world and adding lifeforms.
Step 3: Bring Your World to Life 🌱
With the sandbox in hand, it's time to craft more complex items and add life to your world.
Create a Planet: Mix earth with dust to craft a planet.
Form an Island: Combine a volcano (made by mixing fire and earth) with water to create an island.
Add Life: Place plants on the island, then introduce a bird to create a parrot. This brings life to your virtual world, setting the stage for crafting Infinity.
Step 4: Craft the Infinite Symbol 🔄
To create Infinite Craft, you need to craft the abstract concept of infinity within the game.
Create Echo: Combine a mountain with the wind to make an echo.
Form a Mirror: Mix glass (created from fire and sand) with the echo to get a mirror.
Introduce the Loop: Combine the mirror with repetition to create a loop.
Craft Infinity: Finally, mix the loop with repetition to form infinity.
Step 5: Crafting Infinite Craft 🌟
The moment of truth! With the Infinity block in hand, combine it with the sandbox you created earlier to craft Infinite Craft itself. And there you have it – the game within the game!
If you want a more detailed guide or tips on different crafting techniques, be sure to visit the Infinite Craft Receipt for an in-depth walkthrough!
Share Your Crafting Stories!
Have you tried crafting Infinite Craft, or are you still experimenting with new combinations? What are your favorite crafting strategies? I’d love to hear your thoughts and experiences in the comments! Let’s keep inspiring each other with new ways to explore the limitless world of Infinite Craft. 🎨
#InfiniteCraft#CraftingGuide#GameWithinAGame#EndlessCreativity#GamingTips#Crafting#SandboxGame#CreativeBuilding#ExploreInfinite#InfinitePossibilities#GamingCommunity#LearnToCraft#ActionLink#GameCrafting#HowToGuide
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Overwatch Design: Hazard
It's been a while.
Now that the 6v6 test is slowly winding down (a month and a bit of solid testing and queue times is more than I expected to get in, honestly) and the Dev team is looking toward the next iterations (Moth Meta Classic and Min 1/Max 3, both of which are going to be less ideal versions of the format), I thought it prudent to go into another deep dive about the most recent hero release, and lemme just say-
This fuckin' guy.
There is a lot to like about Hazard; predictable mobility (A Winston jump + fair Doomfist rocket punch) , limited kit application (Bone Spurs + Not-ridiculous Dmg Reduction), space making (all of the above) and with some quirky weaknesses (Wall climb's odd slow down at the tail end is perfect for sleeps/knifes/walling). Overall, a really strong foundation with few/fixable adjustment zones.
And then there's the God. Damn. Wall.
Look, I enjoy Tank. It's been my main since jump, back when I mistakenly thought Mei's Wall was as good as a barrier and kept blocking my team off from being killed and allowingtheenemytohealbehindmywallandcontesttheobjectiveforfree-
(I was a Reinhardt main and didn't know it yet)
So it stands to reason I'm going to be a bit more harsh about my Tank critiques in design. Albeit, the recent slew of Tank releases has also been a bit concerning across the board, but that's another discussion- especially given most of Hazard's kit is very solid with plenty of potential.
But I cannot stress enough how bad it is to provide a front line presence, who is going to be spending the majority of their time not glancing back at their teammates to see what they are doing?
A totem mechanic with collision.
There is a very very very good reason why Mei is not a Tank.
Because if you thought getting walled off from shooting the enemy was bad, having your sightline artificially blocked so you can't heal, help, move, or adjust due to the same is worse. Significantly more so when it's your own teammate (even if unintentionally 99% of the time) doing it.
Where you go, I can't follow
"Drop the Wall!"
Totems are mechanics that can be deployed to produce various effects in the game. Some examples:
Baptiste's Immortality Field
Illari's Pylon
Soldier's Biotic Field (technically)
Symmetra's Teleporter/Turrets
Barriers
Most of these function quite well, with some allowing for destruction, and thus, interactivity between heroes. Totems play an important role in design, allowing for the detachment of some of a Hero's kit potential, into a separate component; an avatar representative of some of their potency, at the cost of a more simplified (and counterable) interaction or-
Totems can be destroyed, blocked, avoided, or misplaced depending heavily on player interaction and input
But when a Totem possesses collision, the stakes increase to a rather significant degree; there is no longer room for error, as the totem's very existence represents both resistance and obstacle to everyone in the match.
This isn't to say Collision Totems can't be done well?
Mei's Ice Block, for instance, is a fairly balanced and well executed example. The context here is that Mei converts herself into the Totem, removing the potential for the rest of her kit in favour of achieving a more resilient state. That transformation comes at such a significant cost, that the scenarios in which it is useful are isolated, even niche. This gives the ability Texture in a way many other mechanics in the game can't hope to achieve.
And Mei's Ice Block can still severely hamper her own teammates.
Collision Totems need to be handled carefully and the why of it all comes down to a sticky topic where Player Input (or Skill if you want the gameplay translation) is concerned: Precision.
A player's ability to be precise is a huge measure of Player Input, allowing for fantastic gameplay moments, highlights, and unmistakable expressions anyone can recognize-
-but when mechanics like Collision Totems are highly dependent on precision to achieve even nominal success?
You've gone and created a situation in which even just learning the hero, is going to frustrate players. Learning is, by nature, imprecise and the road to minimizing how detrimental your gameplay is on your teammates is going to build an unnecessary level of frustration onto the hero.
There's a reason people referred to Mei as Satan in Overwatch 1.
Broad MMR is filled with people learning; not just the hero they are playing, but heroes they are playing against, and with as well. To climb in ranks, MMR, or just Player Input, you will make a lot of mistakes.
In a game like Overwatch, with a boatload of variance at every level, that learning could take (has taken for many of us) years.
Hazard's Wall represents, not just a Collision Totem, in the same sense as Mei's own Ice Wall, but a super-amped up version of it that multiplies the frustration for all.
I really hate that Mole Hill
It isn't as big as Mei Wall. It isn't as imposing as Mei Wall. It isn't as confusing as Mei Wall (multiple pillars each with their own health pools but no distinct visual effect to represent this before being damaged)-
-but hooooo boy howdy does it do a lot more than Mei Wall ever could!
Persistant knockback on contact
Burst Damage on contact
Anti Mobility on contact (no wall climb)
Omni-placement (not land-locked)
And that's in addition to the standard blockading effects of a Mei Wall. As a Totem, Jagged Wall provides far more impact when on the battlefield against enemies, to the point it can be considered as useful and engaging as a Torb turret, which is to say-
Jagged Wall's effects are broad enough in application that it must be considered in every teamfight at the same level of detriment as powerfully automated totems like Immortality Field and Turrets
Trying to operate outside of that paradigm, makes it very difficult to navigate a teamfight (especially from a Divey Tank with mobility to boot) given it can appear very suddenly to ruin plans, engagements, and retreats.
But that...was sort of the design goal. It's frustrating playing Tank and having an inanimate object counter large portions of your kit, but we've got experience with that. It's a familiar frustration at least.
It's when the Hazard is out ahead or mixing it up with the enemy (as one does when Tanking) and you are attempting any of the following as his teammate:
Healing (him or your fellow teammates diving with him)
Supporting (discords, immo fields, suzus, life grips, etc.)
Tanking (6v6 format makes duo with him a significant gamble)
Finishing off low enemies
Sniping
Trying to navigate narrow corridors or tight confines
Free movement/Mobility in a teamfight
That "appear very suddenly to ruin plans, engagements, and retreats" becomes an unacceptable level of frustration in the design.
A Collision Totem appears, decreeing that the engagement has now changed and/or ended, not because the Hazard was purposefully trying to end it, but because the Wall appeared and blocked off LoS for any number of the possibilities listed above.
Wall takes the agency of your teammates and puts it as a secondary priority to a Tank who cannot afford to look around and take into account the dozens of ways in which his teammates might be trying to leverage their own mechanics, kits, and Roles, to achieve success.
A Hazard is more likely (and well within expectation) to Wall himself off from an enemy trying to kill him when he's low, than rely on the healing from his teammates. It just so happens to, inadvertently, interfere with many of the other possible plans his teammates might have had for engagement purposes.
And, to reiterate, this is less of a problem (but still one) the higher in 'Skill' or Rank one gets, but learning takes time and mistakes happen while you learn, which is a far far closer experience to the vast majority of the Overwatch Playerbase. The fact it's going to cost your teammates their own opportunities too is what makes it bad design.
So what can be done?
Honestly, removing the Wall entirely could yield some really positive results.
I know it's a unique mechanic for the Tank Role (even if not for the game itself), but the isolated potential wrapped up in that Totem could be repurposed towards large portions of his kit, expanding both his mobility, engagement potential, and Texture to make him an ideal Tank.
Without Wall, there's room to increase Violent Leap's versatility, both in the initial Leap as well as the Slash (both of which are separate activations). Increasing his ability to change directions or linger in the air between the two stages of the ability, could significantly refine his engagement potential, while allowing for a stronger knockback the longer he lingers between each stage (and maintaining the counter element of it) or activating Spike Guard briefly to absorb enemy CDs/Burst hits before the slash.
His Wall Climb as well, would benefit from a versatility and potency boost; losing the wall means losing the awkward use of climbing it to reach higher ground...which feels like a waste of the ability where other Tanks with similar mobility can achieve most high grounds just fine off a single CD.
Allowing him to perch on vertical surfaces, or gain further height at the cost of climbing slower, or even resetting the first stage of his Violent Leap at the apex of the climb would all be beneficial to his gameplay.
Give his Spike Guard knockback, for isolation and space-making potential. Heck, allow Spike Guard to add temporary increased Knockback for up to 2s if it damages an enemy.
Give his Ultimate a little extra root time.
Allow Bonespurs to persist on the field for upto 1-2s (this....might be too much for the engine to take, but the idea is still solid theory).
All of it is plausible and clarifies his uniqueness as a Tank-
-if you just. Get Rid. Of the Damned. Wall.
Overall, it's superfluous to the rest of his kit, with very little kit cohesion and can be removed without impacting the rest of his gameplay much at all. It's a bit of bloat that is very easily snipped off in favour of cleaner, adjustable changes that make his gameplay more unique.
And you also get rid of the overly frustrating elements that were never meant to go on a Tank to begin with.
#overwatch#design theory#game design#gamecraft#DROP THE DAMNED WALL#Hazard#How did you wall yourself off from your own Healers?! How?!
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Abnormal + GameCraft Lager of Time Dark Mexican Lager (Picked up at Windmill Farms). A 4 of 4. Really nice roast to this with lots of chocolate and coffee notes and tastes quite a bit bigger than it is with a medium body. Not the most complex thing ever but I'm shocked they fit this much depth into something so light. The roast lingers on the palate and has a nice dark breadiness to it.
#abnormal#gamecraft#lager of time#dark Mexican lager#mexican lager#lager#beer#windmill farms#san diego#4
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Mythomagic became real!
A dedicated fan project called Champion of the fates, a Mythomagic inspired TCG!
When I came across it on the clock app before it was launched, I knew I had to preorder it and yesterday I finally got it into my hands 😁 Ghostking is happy 💀
#cosplay#pjo#percyjackson#toa#trials of apollo#the sun and the star#tsats#nico di angelo#mythomagic#champion of the fates#gamecrafter#tcg#trading card game#mythology#greek mythology
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got the Pentiment beer 💕
#so happy they brought it back 🥲#if you're in socal and like beer please go to gamecraft it's so cute
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Alex and Steve Love Story | Alex Saved Steve | Funny Mine Craft Animation | Game Craft videos 2023
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Game Craft: Surprise Minecraft Chicken Game | Monster School Animation C...
#youtube#gamecraft minecraftanimals minecraft minecraftanimation minecraftfunny minecraftvideo minecraftschool minecraftmonster
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Peace Heroes
A card game featuring some of history’s greatest peacemakers We are excited to announce that our first “peace game” – Peace Heroes – is complete! The design was submitted to the manufacturer and we received the first printed deck March 11. Everything looks great so the game is now available for purchase! Peace Heroes is a fast-paced, fun, and educational card game of 67 cards where the object is…
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Get Ready for Vampire Hunters: A Unique FPS Game

Steam Early Access with 90% Very Positive reviews. If you're looking for your next action-packed, fast-paced shooter, Vampire Hunters might just be what you've been waiting for. Gamecraft Studios is releasing this roguelite survivors FPS on October 30, 2024, for Windows PC. But there is also a native build due as well.
We are planning to release for Linux right after the 1.0 release on October 30th. We are using Unity.
ust got a reply from Gamecraft Studios – Vampire Hunters already runs on Steam Deck through Proton, but a native Linux port is on the way after launch. That’s awesome news! I’m really excited to see how it translate on Steam Deck. Vampire HuntersVampire Hunters stand out from the crowd. Since it combines all the intense shooting fun of classic FPS games with roguelite elements, and on top of that, it’s loaded with features from survivor - likes. Which means you're in for a unique ride. Get ready to stack up to 14 different weapons at once! Yeah, you read that right—14! With all those guns, you'll be turning hordes of vampires into dust faster than they can say, "I want to suck your blood."
Vampire Hunters - Release Date Announcement Trailer
youtube
The game's set in a steampunk version of Transylvania, and your mission is simple: hunt down Dracula and his army. The world is full of vibrant, monster-packed levels, giving you tons of ways to experiment with your weapons and builds. Guns, relics, artifacts, character abilities — you name it. You can also use it to create the most unique Vampire HuntersVampire Hunters action in your first run. Thanks to its roguelite design, this one also has infinite replayability. So, if you're the type who loves diving back into games with fresh challenges, you’re covered. What about the vibe? It’s all about fun here. With a lighthearted tone, a mix of cheesy goodness, and a soundtrack packed with electronic disco beats, every session is going to feel like a wild party. And for those ready to get in on the action early, Vampire Hunters will be offering a 20% launch discount. Currently available via Steam Early Access, priced at $14.99 USD / £12.79 / 14,79€. Due to make its way onto Linux after the Windows PC launch. So follow Gamecraft Studios on Twitter, Instagram, and YouTube, or join the Discord to stay in the loop. If you’re ready to become the ultimate vampire-slaying machine, October 30 can’t come fast enough!
#vampire hunters#roguelite#survivor#fps#linux#gaming news#gamecraft studios#ubuntu#steam deck#windows#pc#unity#Youtube
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Vampire Hunters - Early Access Preview
Continue reading Vampire Hunters – Early Access Preview
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Tricky Goblins (2024)
To me, the purpose of crowdfunding a board game or tabletop project should be to help independent game designers get their product out there. It should make these smaller, unique titles more accessible to gamers around the world. This is why I like the GameCrafter method of Crowd Sales. The GameCrafter uses Crowd Sales to fund indie board games and with the more pre-sales that are made, the…
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So these are some of the great standard categories for difficulty in a game that also setup interesting combinations (and resultant avenues of approach from the playerbase).
A Puzzle/Strategic problem that relies on reflexive Execution, could be more rewarding for the player with good Hand Eye Coordination, like a game of Tetris-
-but it could provide better results with unique rewards/fulfillment for the player who takes their time in solving efficiently within multiple approaches (Commitment) rather than quickly (Execution), I.E - a Match 3 game.
If the Puzzle/Strategy is a mini-game nested inside a broader game, it could involve everything above, while also serving as a "check" to other Difficulties; Among Us has minor task checks that can demand a player's attention, creating windows of opportunity for the traitor to engineer a kill or a fellow survivor to keep watch and earn some Social (mis)trust.
Nested difficulties with different checks can create avenues for a wider variety of players to find success within a game-
-giving rise to a more complex system of Layered Difficulty to be found between the more isolated categories.
It's a fascinating topic the deeper you investigate.
I've been thinking about the different kinds of difficulty in video games (and games generally), as well how to control how difficult situations are with the tools available. here are some categories of difficulty that I've identified: Execution Difficulty
Execution Difficulty is a measure that applies exclusively to the "thumbskill" involved in performing the actions needed to succeed. How tight is the timing involved? How many mistakes can a player make before they reach a fail state?
Strategic/Puzzle Difficulty
Strategic and Puzzle difficulty are tied to challenges where you have many options for how to execute, but not all executions provide equal resultant success. There might be more than one "right" answer (which marks the difference between a puzzle and a strategic situation, to me), but if there are, some answers are better, some tactics more effective, than others.
Commitment Difficulty
If you were inclined to be poetic about it, you might call this the "ironman factor". Commitment difficulty is about how long your choices can affect you, and how easy or hard it is either mitigate the effects of mistakes, or redo a scenario entirely. How long do I have to wait before making another attempt? How many attempts do I get? How quickly are my choices locked in? How much time do I have to decide?
Social Difficulty
Not all games have a social element, but any that do can introduce social difficulty. This isn't strictly about player actions that can harm another player's resources or goals, though it does cover that; it also encompasses clarity of communication, efficiency of team coordination and shared executional responsibility. How much do I have to rely on other players behavior to succeed? Do I need to communicate asymmetric information? what tools do I have to communicate with potential allies, enemies, or actors unknown?
This isn't a complete list, but it's my first foray into identifying where challenge lies in games. I think there is also measurable difficulty when it comes to navigation, but I'm not sure where to categorize it helpfully.
Anyway, if anyone has any thoughts about this I'd love to hear them.
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Marvel Rivals: Destructible Environments or "When Scorched Earth becomes an Option"
There's something to be said about blowing up someone's hiding spot.
Don't get me wrong, I have reservations about Destructible Environments:
They're clunky and abrupt, interfering with both movement and player input via needless collision
Projectiles already have travel time and Third-person clipping, they don't need added impact navigation around collapsed environments
Access restriction can be a make or break effect depending on how it's handled and D.E. makes that much more of a knife's edge
But all of this also needs to be balanced out with the novel, even inventive solves for several other problems to this genre of game.
Bunkers, Snipers, Fox Holes, Corners, etc. can all be abused rather significantly by certain mechanics, to the point that a lot of players, new or veteran, can struggle without the right hero or mechanic to adapt to the scenario and even then? It requires someone to pilot that mechanic successfully.
I can't tell you how many times I've gotten into a game of Overwatch against a half-decent widow on Junkertown or Gibraltar and the entire match is decided by how players who only really have one or two heroes under their belt, struggle to deal.
Never mind the Mercy attached to her hip that makes even a Winston jump or Ball approach, difficult.
But this is where Marvel Rivals has stepped up the answer. Not as a specific hero select to counter play, nope.
But as a generalized tactic anyone can access; just take the floor/ceiling/corner/cubby out from around said problem.
No more pesky snipers hiding in top balconies killing you somewhere between the 0-50m you have to figure out how to cross just to attack them. Now you can atom bomb the balcony itself and drop the sniper into crappier LoS and easier dive possibility.
No more Tanks holding a corner and forcing you to build up a massive ult bank over a 1-2 min period just to brute force your way through. Just eliminate the corner...or create a new choke by blowing out a wall...or eliminate the choke entirely.
Arguably there are other factors involved in all this that make the tactic just that, a tactic, rather than something disruptive or collapsing of the gameplay.
Not everything is destroyable but Marvel Rivals does do a decent job of identifying and segregating what areas and components seem to be destroyable, vs. the major areas you can count on for clean engagements (though some spots do have hanging building blocks waiting to be dropped on people's heads like some Looney Toons spoof; I said decent, not perfect).
The destructible elements take a secondary priority to one of the game's more impressive options for handling snipers and entrenched positions; melee characters with lots of mobility. There's quite a few of these that make up-close-punch-in tactics against entrenched positions, a lot more manageable (as well as help alleviate some of the Tanking options that do lean a bit hard into the sustain and bunker values).
The solid balance of melee, projectile, and hitscan in the game is a massive upside to the game's design, allowing Destructible Environments to be maintained as an omni-option for any Role and most Heroes. It adds versatility to the entire cast at a foundation, rather than worrying about what each design is going to accomplish, ensuring navigation and positioning in the environment is joined by a third category; functionality.
Issues? Issues.
As I said, it isn't perfect: the constant regen. of the buildings that have been destroyed can very easily interfere with good timing and plays, while the falling debris lingers on the battlefield for a bit too long, limiting movement further for anyone without flight capabilities.
The fact most maps also come with additional environment elements (shifting walls and tiles on the Hydra map, or deployable elevators, bridges, and walls on Klyntar, etc.) makes for a bit too much overlap of interference and can hamper good team work further just by nature of the shifting map under players' feet.
If the developers were serious about how to approach the Functionality of the Environment as a gameplay step, there would be clearer indications and limitations on how the destruction happened.
I'd like to see the Regen of buildings moved to the health of the buildings themselves, rather than a return of the building to the battlefield. Make it so that high burst damage or sustained damage (and the time it takes to apply it all) is the best option for eliminating a structure, as the building will regen it's hidden health over time.
If Heavier hits/CDs are necessary to wipe out Environmental parts, both high-yield Vanguards and high-burst Duelists are much more likely to be able to destroy the Environments around an opponent's perch, while still maintaining focus fire as an option for anyone else looking to destroy defensible positions. It would trim some of the abundance of Destructible Environments while maintaining them as a strategic option that is more chosen, rather than because a wall or ledge or corner took a bit too much stray fire during a teamfight.
Overall, though, I'm surprisingly pleased at the way in which Destructible Enviornments has been implemented in the game. I thought it would be a genuinely unpleasant experience, but after years of dealing with Widowmakers in 3-5 minute holds?
Being able to take the second floor of a building out from under a lurking Black Widow or Hawkeye and drop them into my Psylocke or Punisher's path, is a shockingly satisfying experience.
#game design#Marvel Rivals#Destructible Environment#gamecraft#brb gonna just make my own door to flank through
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Minecraft 1.20 Download
https://digigameworld.com/minecraft-download/
Minecraft 1.20 released the latest update to the game, which is available to download “Minecraft 1.20 download“, the iconic sandbox video game created by Markus Persson and later acquired by Microsoft, has taken the gaming world by storm since its initial release in 2011.
#minecraft#digigameworld#minecraft gameplay#minecraft art#minecraft gamecraft zombieland 3danimation#sandbox
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Zombie Attack Alex and Baby Steve | Rescue Baby Steve from Zombies | Fun...
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