Polestar
Polestar is a free, open-source leveling guide addon for WoW: Forever: an in-game arrow and leveling routes that make sense for every race 1 to 60, plus class quests.
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Lop Hop: a little endless runner with adaptive chiptune music (Stardrift). Play: https://andreashackel.de/lop-hop/
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A little endless runner: a lop-eared rabbit hops over bushes, cacti, rocks and logs, ducks under branches and crows, and eats to keep its energy up. Every bump costs energy; with none left, it is knocked out (birds circle its head).Read the full README ↗▶ Play it · What it is, with pictures
A little endless runner: a lop-eared rabbit hops over bushes, cacti, rocks and logs, ducks under branches and crows, and eats to keep its energy up. Every bump costs energy; with none left, it is knocked out (birds circle its head). A run is a day and a night (DAY and NIGHT in big letters as they come), each animal in a land of its own, with obstacles of its own (the meadow: bushes and sunflowers; the desert: cacti and tumbleweeds; the forest: toadstools, pines and stumps; the mountains: rocks and boulders; the canyon: red rock spires; the snow: snowmen, snowy pines and ice; then round again), and it gets harder as it goes: faster (up to 200 art pixels a second, about as fast as the eye follows on a screen), closer obstacles, more crows, branches and packs, less food, more tiring. An animal's course is the same every run (what comes and where), and every obstacle can be got past: there is always room to land and jump, duck or stand up in time. A jump pressed just before landing jumps as the animal lands; one pressed while ducking does nothing (let go of the duck first). Food eaten one after another is worth more (25, 50, 75, 100), until a bump or a missed one. Food eaten with the energy almost full (more than there is room for) is a treat too (an animal has at most 5): it flies into the bag by the energy bar, is brought home at dawn (a knock-out loses them all), and on the title the picked animal's treats are over it, with their count (it begs for them now and then), to be dragged to it: it reaches for one in tries, standing up on its hind legs for one held high (the elephant reaches with its trunk), bending down for one held low; let go at its mouth it is eaten, elsewhere it drops (caught as it passes the mouth, or the animal walks to where it lies: near its place it eats it there, further off it picks it up and carries it home in its mouth to eat it there), drawn behind the animals; eaten, the animal chews it (its head nodding, its eyes shut happily, crumbs of it flying off), and once it is eaten up hearts float up. At night the next animal chases it, closer with every bump; a second bump while it is close and it catches the animal. Toward the night's end the sky pales and the sun comes up, and at dawn the run ends, home (HOME!, worth 100): the world comes to a stop and the animal runs off to the right, back to the title, and the first time the chaser, unlocked, runs up to the middle of the screen and stays there (on the title, where the animals stand in a row from right to left, the first on the right, it runs in from the left and stops behind the others): twenty-one in all, the rabbit the easy start, each after it a little harder (faster, hungrier, bumps cost more, crows sooner, obstacles closer and in packs, and a head start on the run's hardness) and worth more points (×1 to ×4). On the title, the animal that would chase the one picked, not unlocked yet, stands behind it as a shadow, once it has chased it in a run (till then, a surprise). The first three animals are free; in the iOS app the others, unlocked by playing all the same, have a padlock over them on the title till the animal pack (an in-app purchase) is bought; on the web every animal is free. A tap on a padlock opens the shop behind a parental gate (a sum for a grown-up, its numbers in words, answered on a row of keys): the pack's animals running by, BUY with its price (the App Store's own sheet takes the payment) and RESTORE PURCHASES; which packs are the player's, the App Store says at each start. A padlocked one can be picked, its song heard, petted, not run with, fed or moved, and it stays at the end of the row (the padlock over it once it stands in its place). One unlocked and not played yet twinkles (from the dawn it joins on, once it stands in the middle). Now and then golden food floats high over an obstacle: catching it gives a super power for 8 seconds, each animal its own. Every animal has a song of its own: the game's song in its key, mode and pace, with its own voices and a motif of its own (the same three recordings). One table of ten high scores, kept in the browser: the animal, name, score (the picked animal runs over beside it, and back to its place after; in from the right after a run that got home). Every run is written down, for balancing the game (see the balance page below). Everything, the buttons and the high scores too, is drawn in the game's own low-res pixels. In English or German (the device's language).
This is the beginning of the README. Read the rest at the original. Read the full README ↗