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Sure, these days have almost every game sporting the newfangled 3D, but way back when, everyone had to live with plain old 2D. 2D, or two dimensions, limit the game to scrolling backgrounds, but some games even now make use of this basic concept.
In games, the player is usually the ambushee, not the ambusher, but certain multiplayer and open-world games give players a chance to try this sneaky tactic themselves.
The lowest of all the angelic orders, angels are tasked with delivering God's messages to humans in addition to being personal guardians. Angel has also become a generic term for any such kind of heavenly being.
Backtracking is the act of navigating through previously explored areas, usually for the purpose of progressing in an objective-based adventure game. Players who are lost may also backtrack to reorient themselves.
Bats are small, very social flying mammals. They may frequent caves or haunted houses.
Winged, usually flying creatures, many of which enjoy perching on branches and defecating on unfortunate victims below.
Not all bosses can handle the player by themselves. Many use waves of lesser enemies to fight for them while they rest, and some even let these minions do all the work.
A boss fight is a culminating challenge that pits the player against one or more enemies representing a greater threat and/or difficulty than those previously faced. These scenarios typically feature unique antagonists.
Video game bosses are usually the main antagonist, and arch nemesis of the main protagonist. In most cases the end of a game is when the main character defeats the final boss.
In video games, breaking the fourth wall occurs when a game becomes aware of its nature as a game, or when a character directly acknowledges the player.
Games that ask the player whether they are sure about the decision that they have just made.
When characters shed tears - often due to extreme sadness.
Currency has all forms in video games. It is used to buy characters, vehicles, weapons, and more.
Darkness is used in games to restrict access, increase tension, or just to set a mood. Often the player has access to a light source that can mitigate its effect.
The main line of distinction between victory or failure in video games, death is the process of a biological being ceasing to be alive.
It's all in the family.
Dialogue trees are a feature through which the player selects responses from a list of choices, eliciting reactions from NPCs and determining the path of the conversation and story.
Sometimes you want a challenge, sometimes you wanna coast.
Digging is a strategic mechanic of many games. Digging allows the ability to unearth valuables and strategize pathways.
Some characters get drunk off of alcohol - often this is portrayed with blurred vision, impaired movement, or slurred speech.
Electricity is commonly used as a damage-introducing element causing inanimate objects to become harmful (electrified water, floors, cables, etc). It can also refer to a power wielded by characters that generates sparks, is conductive to metal surfaces, forks or branches, and is often blue in color.
Frequently seen in RPGs and Fighting games, The EHI helps you calculate the current health of your opponent.
Content released frequently, every release contains a small portion of a whole story.
When the main character at some point has to escape from a confined area, be it a dungeon, a prison cell, or a penal colony.
To elude, escape, or get away from. Some games require you to escape from some people or things to perform some objective or avoid death.
Many video game villains oftentimes laugh in evil ways, be it a vicious cackle, a sneering chuckle, or a booming laugh. Common evil laughs often include "Bwa-ha-ha", "Mwa-ha-ha", or "Ho ho ho".
A powerful release of energy. This energy is usually expelled in all directions very quickly, typically giving off orange or red flames.
Falling Debris, rocks, or other items that may possibly cause damage to the player character.
In games, fire can be an obstacle, a tool, a weapon, or a solution. Just don't play with it...unless you really want to.
Enemies that prefer to keep a distance to the ground, and swoop down occasionally to do some damage.
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