What are Eat or Be Eaten games. How do these games challenge players’ survival instincts. Why have these games become increasingly popular in recent years. What are some of the most iconic Eat or Be Eaten games available today. How do developers create balanced and engaging gameplay in this genre.
The Essence of Eat or Be Eaten Gameplay
Eat or Be Eaten games represent a unique and captivating genre in the world of video games. At their core, these games challenge players to navigate a virtual environment where the primary objective is to consume or collect specific elements while simultaneously avoiding being consumed by enemies. This dynamic creates a tense and thrilling gameplay experience that tests players’ reflexes, strategy, and survival instincts.
The concept of Eat or Be Eaten games draws inspiration from nature’s food chain, where organisms must constantly balance the need to find sustenance with the need to avoid becoming prey themselves. This primal struggle translates remarkably well into the digital realm, offering players an engaging and often addictive gaming experience.
Key Elements of Eat or Be Eaten Games
- Constant movement and exploration
- Resource management (consuming to grow or gain power)
- Threat avoidance and evasion
- Competitive elements (multiplayer modes)
- Progressive difficulty as the player grows or advances
These games often feature simple controls and intuitive mechanics, making them accessible to a wide range of players. However, mastering the intricacies of movement, timing, and strategy can provide a deep and rewarding challenge for more experienced gamers.
The Evolution of Eat or Be Eaten Games
The concept of Eat or Be Eaten games has been around for decades, with early examples dating back to the arcade era. However, the genre has evolved significantly over time, incorporating new technologies, gameplay mechanics, and visual styles to keep players engaged.
One of the earliest and most iconic examples of this genre is Pac-Man, released in 1980. In this classic game, players control Pac-Man as he navigates a maze, eating dots and avoiding ghosts. While Pac-Man doesn’t grow larger by eating, it established many of the core principles that would define the Eat or Be Eaten genre.
As technology advanced, developers began to experiment with more complex implementations of the Eat or Be Eaten concept. Games like Feeding Frenzy (2004) introduced underwater environments where players control a small fish that must eat smaller fish to grow while avoiding larger predators.
The rise of mobile gaming and casual online games in the 2000s and 2010s led to a resurgence in popularity for Eat or Be Eaten games. Titles like Agar.io (2015) took the concept online, allowing players to compete against each other in real-time, consuming smaller cells to grow while avoiding larger players.
Notable Milestones in Eat or Be Eaten Game History
- 1980: Pac-Man introduces the concept of eating to survive while avoiding enemies
- 1991: Snake debuts on Nokia phones, popularizing the grow-as-you-eat mechanic
- 2004: Feeding Frenzy brings the concept to underwater environments
- 2015: Agar.io takes the genre online with multiplayer competitions
- 2018: Donut County introduces a twist by having players control the consuming entity (a hole in the ground)
Popular Eat or Be Eaten Games
The Eat or Be Eaten genre has produced numerous popular titles across various platforms. These games range from simple, casual experiences to more complex multiplayer adventures. Here are some notable examples:
Agar.io
Agar.io is a massively multiplayer online game where players control a cell in a petri dish. The objective is to consume smaller cells (both AI-controlled and other players) to grow larger while avoiding being consumed by larger cells. The game’s simple graphics and addictive gameplay have made it a viral sensation.
Slither.io
Similar to Agar.io, Slither.io is an online multiplayer game where players control a snake-like creature. The goal is to grow by consuming glowing orbs and the remains of other players. Players must avoid colliding with other snakes, as this will cause them to explode and turn into orbs for others to consume.
Feeding Frenzy
This underwater adventure puts players in control of a small fish that must eat smaller fish to grow. As the player’s fish increases in size, they can consume larger prey but must also be wary of even bigger predators. The game features multiple levels with increasing difficulty and various species of fish to play as.
Tasty Planet
In Tasty Planet, players control a small gray blob that can consume anything smaller than itself. As the blob eats, it grows larger, allowing it to consume bigger objects. The game progresses from eating dirt and bugs to eventually devouring entire planets and celestial bodies.
Donut County
Donut County offers a unique twist on the Eat or Be Eaten concept. Players control a hole in the ground that grows larger as it consumes objects. The game features a quirky story and physics-based puzzles, adding depth to the core consumption mechanic.
Psychological Appeal of Eat or Be Eaten Games
The enduring popularity of Eat or Be Eaten games can be attributed to several psychological factors that make them particularly engaging for players:
Survival Instinct
These games tap into our primal survival instincts, creating a sense of urgency and excitement as players navigate the virtual food chain. The constant threat of being consumed by larger entities keeps players alert and engaged.
Growth and Progress
The visible growth of the player’s character as they consume more provides a clear sense of progress and achievement. This feedback loop can be highly satisfying and motivating for players.
Risk vs. Reward
Eat or Be Eaten games often require players to balance the risk of pursuing larger prey with the safety of targeting smaller, easier-to-consume entities. This decision-making process adds a layer of strategy and excitement to the gameplay.
Competitive Drive
Many of these games feature multiplayer components, allowing players to compete against others in real-time. This competitive aspect can be highly motivating, as players strive to outperform their peers and climb to the top of the food chain.
Design Challenges in Eat or Be Eaten Games
Creating a successful Eat or Be Eaten game requires careful consideration of various design elements to ensure a balanced and engaging experience for players. Some of the key challenges developers face include:
Balancing Growth and Difficulty
As players grow larger and more powerful, the game must adjust to provide an appropriate level of challenge. This often involves introducing larger predators or more complex environments to navigate.
Maintaining Fairness in Multiplayer
In multiplayer Eat or Be Eaten games, ensuring a level playing field for new players while still rewarding skilled veterans can be challenging. Developers must implement mechanics that give smaller players a fighting chance against larger opponents.
Creating Diverse Gameplay
While the core concept of consuming to grow is simple, developers must find ways to keep the gameplay fresh and engaging over extended periods. This may involve introducing new power-ups, environmental hazards, or gameplay modes.
Balancing AI Behavior
For games that include AI-controlled entities, striking the right balance between challenging and fair behavior is crucial. AI opponents should provide a consistent threat without feeling unfair or predictable.
The Future of Eat or Be Eaten Games
As technology continues to advance, the Eat or Be Eaten genre is likely to evolve in exciting new directions. Some potential developments we may see in the future include:
Virtual Reality Integration
Virtual reality technology could offer a more immersive Eat or Be Eaten experience, allowing players to feel as if they are truly inhabiting their growing avatar.
Augmented Reality Gameplay
Augmented reality could bring Eat or Be Eaten mechanics into the real world, with players using their mobile devices to “consume” virtual objects in their environment.
Advanced AI and Procedural Generation
Improvements in artificial intelligence and procedural generation techniques could lead to more dynamic and unpredictable gameplay environments, ensuring that each playthrough feels unique.
Cross-Platform Integration
As gaming becomes increasingly platform-agnostic, we may see more Eat or Be Eaten games that allow players to compete across different devices and ecosystems.
Impact of Eat or Be Eaten Games on Gaming Culture
The influence of Eat or Be Eaten games extends beyond their immediate playerbase, impacting broader gaming culture in several ways:
Popularizing Simple, Addictive Gameplay
The success of games like Agar.io and Slither.io has demonstrated the enduring appeal of simple, easy-to-learn gameplay mechanics. This has influenced game design across various genres, with many developers seeking to capture the same addictive quality in their titles.
Fostering Online Communities
Many Eat or Be Eaten games have developed passionate online communities, with players sharing strategies, creating content, and organizing tournaments. This community-driven engagement has become a model for other multiplayer games.
Influencing Streaming and Content Creation
The visual nature of growth and consumption in these games makes them particularly well-suited for streaming and video content. Many content creators have built significant followings by showcasing their skills in Eat or Be Eaten games.
Inspiring Game Jams and Indie Development
The relatively simple core mechanics of Eat or Be Eaten games make them popular choices for game jams and indie developers looking to create engaging experiences with limited resources. This has led to numerous creative interpretations and variations on the concept.
As Eat or Be Eaten games continue to evolve and captivate players, they remain a fascinating subject for game designers, players, and researchers alike. The primal appeal of growth through consumption, combined with the constant threat of becoming prey, creates a uniquely engaging gameplay experience that resonates with players across cultures and age groups.
Whether you’re a fan of classic titles like Pac-Man or more recent phenomena like Agar.io, the Eat or Be Eaten genre offers a diverse range of experiences that challenge our reflexes, strategy, and survival instincts. As technology advances and game design techniques continue to evolve, we can expect to see even more innovative and engaging interpretations of this timeless concept in the years to come.
Eat or Be Eaten Games
Eat or Be Eaten Games – Giant Bomb
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A type of gameplay where the main goal is to eat or collect a certain amount of stuff.
At the same time, enemies will try to eat the player character.
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Serious games and eating behaviors: A systematic review of the last 5 years (2018–2022)
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Big NFT-Airdrop in the play-to-earn game Cryptosnake — Cryptosnake on vc.ru 79a63d3578cee690cb3f5bfcdc”, “title”:”\u0427\u0442\u043e \u0434\u0435\u043b\u0430\u044e\u0442 \u043f\u0440\u043e\u0434\u0430\u0432\u0446\u044b \u043e\u0434\u0 435\u0436\u0434\ u044b, \u0447\u0442\u043e\u0431\u044b \u0432\u044b \u043f\u043e\u043a\u0443\u043f\u0430\u043b\u0438 \u0438\u043c\u0435\u043d\ u043d\u043e \u0443 \u043d\u0438 \u0445?”,”buttonText”:”\u0423\u0437\u043d\u0430\u0442\u044c”,”imageUuid”:”cf50cbf2-75b7-5762-a675-a8964d7fe143″}
The Cryptosnake team announced in the official Telegram community the launch of the Universal NFT Airdrop Black Mamba. The message clarifies that in order to receive the reward, you do not need to perform any actions, such as subscription, repost, and so on. Just leave the address of the cryptocurrency wallet and wait for NFT
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Short:
- Game: Cryptosnake
- NFT: Guaranteed Black Mamba playable character plus a chance to get Dasypeltis and Viper 9 characters0012
- NFT cost: about $2 (Black Mamba), about $44 (Dasypeltis) and about $200 (Viper).
- Duration of the event: from 3 to 11 March 2022
- Target action: none (you just need to leave the wallet address)
- Link: https://t.me/CryptoSnake_channel_ru
About the game
Cryptosnake is a browser-based play-to-earn game where you can earn SNK cryptocurrency, which in turn is easily exchanged for BUSD and USDT. The gameplay is based on the classic snake from the nineties-zero. The game provides several ways to earn money:
- SNK token trading
- Trade in NFT Game Artifacts and Characters
- Staking (calculation of the annual percentage of profitability on the game balance)
- Participation in tournaments
- Direct game in the arena (pixels eaten in the game arena replenish your balance in SNK tokens)
You can trade tokens without playing, but for all other ways of earning you need a game character. The most accessible of the characters is the Black Mamba snake. Its price in the Cryptosnake store is 495 SNKs. But thanks to the airdrop, this character can be obtained for free.
More details about the game mechanics and ways to earn can be found on the Cryptosnake website and White Paper.
About gift NFT
Everyone who participates in the airdrop will receive a Black Mamba snake egg NFT with a unique serial number to their wallet. You need to wait a day from the moment the egg ripens, after which the snake can be used to play in the arena and earn cryptocurrency during the game.
Snake Stats:
Game Arena Sessions (per 24 hours) – 3 game sessions Time limit for each game session – 10 minutes The snake dies when TVL drops to 24.75 SNK (5%). TVL decreases when colliding with its own body or the border of the map. Tokens eaten by a snake in the game arena increase the balance by an amount equal to one-fourth of the cost of these tokens (1 to 0.25).
This is a starter kite that is easy to get started with in the game. Then, if desired, you can purchase more expensive snakes with better performance.
How to participate in the Airdrop
- Follow the link to the official Cryptosnake Telegram channel
- Find a message in the pin and follow the link to the Airdrop bot
- Submit your cryptocurrency wallet address on BNB Chain (Binance Smart Chain). It is advisable that you have a Metamask wallet.
- Wait for the command to send the NFT to the specified address. This may take about a day.
Have a good game!
Game of Go – rules – School of Go
Go courses for beginners. Fast and clear learning in groups.
Go rules are very simple. It will take you a few minutes to master them.
Go is played by two partners, one with black stones, the other with white. The moves are made alternately, that is, the partners put one stone on any free point. Black makes the first move.
Go is played with white and black stones and a board 19×19 lines (361 game points)
The game starts on an empty board, black moves first. A move is considered to be placing a stone on the point of intersection of the lines. You can put a stone at any point, without restrictions, including on the side and corner points. The placed stones do not move and remain in their place until the end of the game if they are not eaten. The main task is to surround the territory (empty dots) or stones of a different color.
Main Rule of Go
An individual stone or a group of stones is considered captured if all free points adjacent to the stone – or group of stones – vertically and horizontally are occupied by the partner’s stones. Captured stones (see diagram below) are immediately removed from the board, after which the partner can make his move. Captured stones are put into the lid of the bowl and then they do not take part in the game. One point is scored for each prisoner.
(;AB[cc]MA[cb][bc][cd][dc]C[A stone that is not on a side or in a corner has 4 points of freedom, which are called “degree” or “dame” . As long as the stone has at least one dame, it remains on the board, regardless of its position.]SZ[9];AW[bc][cd][dc]MA[cb]C[The black stone has 1 dame left in this position . This means that the stone is in atari , i.e. there is 1 move left until it is completely surrounded – to point X .] ;W[cb]C[White puts a stone in place of the last dame black stone and removes it from the board.])
; groups of stones, examine them carefully.
(;AB[na][bb][cc][db][ii][oa][ra][di][bg][pg][gb][gc][ja][kb][cf] [df][eg][eh][ig][lh][lg][mf][mi][nh][oh][of][bl][dl][cm][em][am][gn ][ho][hm][im][in][fm][ip][no][nm][mn][ol][pm][qn][po][op][sd]AW[mg] [og][bm][cl][dm][ob][sa][cg][dg][dh][gm][hl][il][jm][jn][io][hg][fc ][jg][ji][ij][hc][cb][fb][ga][if][hb][ka][ma][hi][nb][nn][om][pn][ oo][rd][sc][mh]CR[hn][gd][pa][se][ih][cn]TR[cm][bm][cl][dm][in][im][ dg][hm][gm][nn][om][pn][oo][na][cb][gc][gb][ka][oa][io][sa][sd][ig] [ii][dh][cg][mg][mh][og]MA[ng][ca][la][sb][ch][bn][ck][dn][on][jo][ gl]C[ X points are marked, by making a move in which Black can surround a stone or a group of stones. O marked points, by making a move in which White can surround a stone or a group of stones. A triangle marks stones that have one dame, i.e. they can be captured on the next move. ] SZ[19]MULTIGOGM[1] ;B[ca]CR[cb]C[Black 1 – this move of black completely deprives the white stone of dame. A stone without a dame is removed from the board.];W[gd]CR[gb][gc]C[White 2 – a similar situation, two black stones have no dame left, so they are removed from the board.];B[la ]CR[ka]C[Black 3 – Eats one white stone on the side. Three stones of the opposite color are enough to surround a lone stone on the side.];W[pa]CR[na][oa]C[White 4 – completely deprives the queen of two black stones that were on the side.];B[sb]CR[sa ]C[Black 5 – takes one stone from the corner. Two stones are enough to surround a lone corner stone.] ;W[se]CR[sd];B[ch]CR[cg][dg][dh]C[Black 7 – takes three stones.];W[ih]CR [ig][ii]C[White 8 – deprives the dame of two stones that stood separately from each other, i. e. who did not form a single group.];B[ng]CR[mg][mh][og]C[Black 9- takes in one move two groups of White, consisting of two and one stone.];W[cn]CR[cm]TR[bm][cl][dm]C[White 10 – takes the black stone, with the help of which Black in his during the course they could eat one of the three white stones marked with triangles. White removes the encircled stone and provides himself with temporary security.];B[on]CR[nn][om][pn][oo]C[Black 11 – takes 4 white stones in one move.]];W[hn]MA [cb][gb][gc][ka][oa][na][sa][sd][cg][dg][dh][ii][ig][mg][mh][og][cm ][hm][im][in][nn][om][pn][oo]C[ X – eaten stones are marked.])
Rules for completing the game of Go
The game of Go is considered over after there are no moves left that would bring one of the players a point or take away a point from a partner. In this case, the player whose turn it is at the moment says “pass”. If his opponent does not see an opportunity to get or take away a point, then he also passes. If there is still such an opportunity, he has the right to make a move after his partner has passed.
A move inside your own territory is minus one point (that is, you don’t need to make defensive moves inside your territory, unless you are afraid, of course, that your partner can make a combination as a result of which he will capture several of your stones). A move in a partner’s territory is plus one point for him (i.e. you should not make obviously suicidal, hopeless moves, unless, of course, you see a winning combination).
After both players have passed, “dead” stones are removed from the board (i.e. partner stones that are in your territory and could not survive during the game).
Rules for counting territory
Territory is an area surrounded on all sides that cannot be disputed.
Each intersection (point) brings one point, each stone eaten is also one point.
(;AB[gf][cc][cg][hf][ee][eb][de][ec][cf][da][dg][cb][eg][fc][ch] [fd][bi][ge][di][ci]AW[gc][gg][fb][ea][ff][fe][hb][gd][he][eh][df][ fg][ef][dh][fh][hg][ei][fa]CR[ga][gb][ha][ia][ib][hc][hd][ic][id][ie ][if][ge][gf][hf][ig][ih][ii][hh][hi][gi][gh][fi]MA[ca][ba][aa][ab] [bb][ac][bc][db][dc][ed][dd][cd][bd][ad][ae][be][ce][bf][af][ag][bg ][bh][ah][ai]SZ[9]MULTIGOGM[1] )
The diagram shows a finished batch.
O – white territory marked. Х – Black’s territory is marked.
Note that there are 3 black stones in White’s territory. These are captive stones, in this case it is not necessary to spend a turn on a complete environment. But there are situations when playing out is necessary. Over time, you will learn to distinguish between these situations. Three black stones in this case are considered prisoners. When scoring, they are simply removed from the board. Also, in order to avoid stalemate situations, White is compensated for Black making the first move. This compensation is called “ komi “and is 6.5 points if players are equal in strength. Komi can be more or less, depending on the difference in the strength of the players, but 0.5 points are always added or subtracted so that there is no draw (for more details, see
White points:
Territory = 22 points
Prisoners = 3 points
Komi = 0.