diff --git a/ballance/20260414-001705/segment_0024/meta.json b/ballance/20260414-001705/segment_0024/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..b9750c506e3059bca81084548e8f8ba4a04a2993 --- /dev/null +++ b/ballance/20260414-001705/segment_0024/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260414-001705.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0024", + "frame_a_time": 1071.145, + "frame_b_time": 1073.061, + "frame_c_time": 1076.51, + "time_a_to_b": 1.916, + "time_b_to_c": 3.449, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/20260414-001705/segment_0025/meta.json b/ballance/20260414-001705/segment_0025/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..0f862e56dad403ad9fbbbbcbc18d1ab3e4b3a9b4 --- /dev/null +++ b/ballance/20260414-001705/segment_0025/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260414-001705.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0025", + "frame_a_time": 494.534, + "frame_b_time": 499.15, + "frame_c_time": 501.714, + "time_a_to_b": 4.615, + "time_b_to_c": 2.565, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/20260414-001705/segment_0026/meta.json b/ballance/20260414-001705/segment_0026/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..54e46721d5d0d3bd836209d3a54e6d533cbb879f --- /dev/null +++ b/ballance/20260414-001705/segment_0026/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260414-001705.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0026", + "frame_a_time": 337.706, + "frame_b_time": 339.316, + "frame_c_time": 342.342, + "time_a_to_b": 1.61, + "time_b_to_c": 3.026, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/20260414-001705/segment_0027/meta.json b/ballance/20260414-001705/segment_0027/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..b38eda4011c87ce6b1292fb287b56ba8847c4169 --- /dev/null +++ b/ballance/20260414-001705/segment_0027/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260414-001705.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0027", + "frame_a_time": 335.141, + "frame_b_time": 338.272, + "frame_c_time": 342.812, + "time_a_to_b": 3.131, + "time_b_to_c": 4.54, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/20260414-001705/segment_0028/meta.json b/ballance/20260414-001705/segment_0028/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..fee5138aeaeecf5261e005d45f66b7062eb456a3 --- /dev/null +++ b/ballance/20260414-001705/segment_0028/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260414-001705.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0028", + "frame_a_time": 499.054, + "frame_b_time": 500.541, + "frame_c_time": 505.53, + "time_a_to_b": 1.487, + "time_b_to_c": 4.989, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/20260414-001705/segment_0029/meta.json b/ballance/20260414-001705/segment_0029/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..ddca215fff0ed7b79ff81d56f8c95b5392016b33 --- /dev/null +++ b/ballance/20260414-001705/segment_0029/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260414-001705.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0029", + "frame_a_time": 631.143, + "frame_b_time": 632.052, + "frame_c_time": 632.764, + "time_a_to_b": 0.909, + "time_b_to_c": 0.712, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/20260414-001705/segment_0030/meta.json b/ballance/20260414-001705/segment_0030/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..873d7981b27e3f97c2fb876ec7f4c1724983c0f4 --- /dev/null +++ b/ballance/20260414-001705/segment_0030/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260414-001705.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0030", + "frame_a_time": 151.517, + "frame_b_time": 154.84, + "frame_c_time": 158.905, + "time_a_to_b": 3.324, + "time_b_to_c": 4.064, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/20260414-001705/segment_0031/meta.json b/ballance/20260414-001705/segment_0031/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..fcce970ae2eb64dd16237b957979f673415bb903 --- /dev/null +++ b/ballance/20260414-001705/segment_0031/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260414-001705.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0031", + "frame_a_time": 526.353, + "frame_b_time": 527.139, + "frame_c_time": 529.356, + "time_a_to_b": 0.786, + "time_b_to_c": 2.217, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/20260414-001705/segment_0032/meta.json b/ballance/20260414-001705/segment_0032/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..5280be0014c9f0a41572f318f7ab5cf28237494f --- /dev/null +++ b/ballance/20260414-001705/segment_0032/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260414-001705.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0032", + "frame_a_time": 1214.781, + "frame_b_time": 1217.662, + "frame_c_time": 1222.532, + "time_a_to_b": 2.881, + "time_b_to_c": 4.87, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/20260414-001705/segment_0033/meta.json b/ballance/20260414-001705/segment_0033/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..f7525e46c070a02aad4585fbb536940e8ddcecd3 --- /dev/null +++ b/ballance/20260414-001705/segment_0033/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260414-001705.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0033", + "frame_a_time": 1052.448, + "frame_b_time": 1053.0, + "frame_c_time": 1056.743, + "time_a_to_b": 0.552, + "time_b_to_c": 3.743, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/20260414-001705/segment_0034/meta.json b/ballance/20260414-001705/segment_0034/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..6d3c49a74d5dba83327f88feb4fdfeeb2feb9e02 --- /dev/null +++ b/ballance/20260414-001705/segment_0034/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260414-001705.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0034", + "frame_a_time": 837.666, + "frame_b_time": 840.583, + "frame_c_time": 842.283, + "time_a_to_b": 2.916, + "time_b_to_c": 1.701, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/20260414-001705/segment_0035/meta.json b/ballance/20260414-001705/segment_0035/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..45aace87f8cb1bd83d9284497a1daf6eec010992 --- /dev/null +++ b/ballance/20260414-001705/segment_0035/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260414-001705.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0035", + "frame_a_time": 788.791, + "frame_b_time": 789.793, + "frame_c_time": 792.249, + "time_a_to_b": 1.002, + "time_b_to_c": 2.456, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/20260414-001705/segment_0036/meta.json b/ballance/20260414-001705/segment_0036/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..25eccf2061fe7d42bd1a8fb2c9e329142e2d1740 --- /dev/null +++ b/ballance/20260414-001705/segment_0036/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260414-001705.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0036", + "frame_a_time": 564.211, + "frame_b_time": 569.004, + "frame_c_time": 573.445, + "time_a_to_b": 4.792, + "time_b_to_c": 4.441, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/20260414-001705/segment_0037/meta.json b/ballance/20260414-001705/segment_0037/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..cb9e71607bfa5ff576286140ff4a29645d038032 --- /dev/null +++ b/ballance/20260414-001705/segment_0037/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260414-001705.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0037", + "frame_a_time": 335.918, + "frame_b_time": 338.67, + "frame_c_time": 339.974, + "time_a_to_b": 2.753, + "time_b_to_c": 1.304, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/20260414-001705/segment_0038/meta.json b/ballance/20260414-001705/segment_0038/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..e8efb5dec4e727b19e0ea709f345d721f0aee937 --- /dev/null +++ b/ballance/20260414-001705/segment_0038/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260414-001705.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0038", + "frame_a_time": 1114.636, + "frame_b_time": 1119.054, + "frame_c_time": 1120.897, + "time_a_to_b": 4.417, + "time_b_to_c": 1.843, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/20260414-001705/segment_0039/meta.json b/ballance/20260414-001705/segment_0039/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..396d305b8f2218322dbe8c47ece99416ea6c6d8c --- /dev/null +++ b/ballance/20260414-001705/segment_0039/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260414-001705.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0039", + "frame_a_time": 786.377, + "frame_b_time": 789.618, + "frame_c_time": 790.805, + "time_a_to_b": 3.24, + "time_b_to_c": 1.188, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/20260414-001705/segment_0040/meta.json b/ballance/20260414-001705/segment_0040/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..0c349f1b6b37254dcffc245ab734fbb7a37de0dc --- /dev/null +++ b/ballance/20260414-001705/segment_0040/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260414-001705.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0040", + "frame_a_time": 934.581, + "frame_b_time": 937.508, + "frame_c_time": 941.512, + "time_a_to_b": 2.927, + "time_b_to_c": 4.004, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/20260414-001705/segment_0041/meta.json b/ballance/20260414-001705/segment_0041/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..c7a14e51ebafd3273c21a21ed48f141614039004 --- /dev/null +++ b/ballance/20260414-001705/segment_0041/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260414-001705.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0041", + "frame_a_time": 656.124, + "frame_b_time": 656.626, + "frame_c_time": 658.585, + "time_a_to_b": 0.503, + "time_b_to_c": 1.959, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/20260414-001705/segment_0042/meta.json b/ballance/20260414-001705/segment_0042/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..da180bce2061bec06eacf4efa51f5ba833b2c60b --- /dev/null +++ b/ballance/20260414-001705/segment_0042/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260414-001705.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0042", + "frame_a_time": 43.361, + "frame_b_time": 48.042, + "frame_c_time": 52.496, + "time_a_to_b": 4.681, + "time_b_to_c": 4.454, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/20260414-001705/segment_0043/meta.json b/ballance/20260414-001705/segment_0043/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..29c173a56587e1b6752f0fa3667339c28cdab55c --- /dev/null +++ b/ballance/20260414-001705/segment_0043/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260414-001705.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0043", + "frame_a_time": 1017.527, + "frame_b_time": 1019.411, + "frame_c_time": 1020.172, + "time_a_to_b": 1.884, + "time_b_to_c": 0.761, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/20260414-001705/segment_0044/meta.json b/ballance/20260414-001705/segment_0044/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..0faf760a81803fc88ee2a19f012bb23f8ceadb66 --- /dev/null +++ b/ballance/20260414-001705/segment_0044/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260414-001705.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0044", + "frame_a_time": 1073.114, + "frame_b_time": 1077.875, + "frame_c_time": 1078.761, + "time_a_to_b": 4.761, + "time_b_to_c": 0.885, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/20260414-001705/segment_0045/meta.json b/ballance/20260414-001705/segment_0045/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..b3cf4c9f962e5624e3ec23a6da57a4e35429cad1 --- /dev/null +++ b/ballance/20260414-001705/segment_0045/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260414-001705.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0045", + "frame_a_time": 602.913, + "frame_b_time": 603.725, + "frame_c_time": 607.647, + "time_a_to_b": 0.811, + "time_b_to_c": 3.923, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/20260414-001705/segment_0046/meta.json b/ballance/20260414-001705/segment_0046/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..a4abbe348c154d0245b0163238c4f33ce3ea8cee --- /dev/null +++ b/ballance/20260414-001705/segment_0046/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260414-001705.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0046", + "frame_a_time": 938.567, + "frame_b_time": 939.645, + "frame_c_time": 942.284, + "time_a_to_b": 1.078, + "time_b_to_c": 2.639, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/20260414-001705/segment_0047/meta.json b/ballance/20260414-001705/segment_0047/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..ac34951ae5a0c8cd0ccc093169336dba82fb57a6 --- /dev/null +++ b/ballance/20260414-001705/segment_0047/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260414-001705.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0047", + "frame_a_time": 679.453, + "frame_b_time": 681.146, + "frame_c_time": 685.571, + "time_a_to_b": 1.693, + "time_b_to_c": 4.426, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/ballance/20260414-001705/segment_0048/meta.json b/ballance/20260414-001705/segment_0048/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..e6d064c43af35e78f13e6933d5dcd73c3207a5df --- /dev/null +++ b/ballance/20260414-001705/segment_0048/meta.json @@ -0,0 +1,13 @@ +{ + "video": "20260414-001705.mp4", + "game": "Ballance", + "game_description": "Ballance is a 3D puzzle-platformer where the player guides a ball through suspended obstacle courses high above the clouds. The goal is to navigate each level by rolling, balancing, and transforming the ball to reach the finish point.\n\nKey visual elements:\n- The camera follows a ball from a third-person overhead/behind perspective as it rolls along elevated tracks and platforms.\n- Levels are built from wooden planks, stone blocks, metal rails, and mechanical contraptions floating in the sky.\n- The background is a bright sky with clouds far below, giving a sense of extreme height.\n- The ball changes material throughout levels: wooden (light, floats), stone (heavy, breaks things), and paper (very light, blown by fans).\n- Rails, bridges, seesaws, pendulums, fans, and rotating platforms are common level elements.\n- Checkpoints are marked by glowing flags or markers along the path.\n- Transformation points (ball changers) are distinct machines where the ball's material switches.\n\nGameplay actions visible on screen:\n- The ball rolling along narrow paths, railings, and bridges.\n- Balancing on seesaws and tilting platforms that react to the ball's weight.\n- Transforming between wood, stone, and paper balls to solve physics puzzles.\n- The ball falling off edges into the void below upon failure.\n- Pushing objects, activating switches, and triggering mechanical contraptions.\n- Navigating through fans, rotating obstacles, and timed moving platforms.\n", + "segment_id": "0048", + "frame_a_time": 527.526, + "frame_b_time": 528.979, + "frame_c_time": 531.906, + "time_a_to_b": 1.453, + "time_b_to_c": 2.927, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0052/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0052/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..90903d2b40e16c3c927285d7b07e28674623ad32 --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0052/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0052", + "frame_a_time": 1369.071, + "frame_b_time": 1373.844, + "frame_c_time": 1375.241, + "time_a_to_b": 4.773, + "time_b_to_c": 1.397, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0053/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0053/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..482edabda9d00698949a3eaf9adddbd9eb3b9e15 --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0053/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0053", + "frame_a_time": 56.453, + "frame_b_time": 57.639, + "frame_c_time": 58.707, + "time_a_to_b": 1.186, + "time_b_to_c": 1.068, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0054/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0054/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..eb6d8691f475f398379a4b123fc967da8aa0c51e --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0054/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0054", + "frame_a_time": 1217.438, + "frame_b_time": 1220.476, + "frame_c_time": 1221.956, + "time_a_to_b": 3.038, + "time_b_to_c": 1.481, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0055/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0055/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..51b7b3298eb67a29b64f80829a84f48250655c46 --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0055/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0055", + "frame_a_time": 1271.109, + "frame_b_time": 1275.06, + "frame_c_time": 1276.315, + "time_a_to_b": 3.951, + "time_b_to_c": 1.255, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0056/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0056/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..cedf446f00a975beea43085c7883ef0a7e947887 --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0056/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0056", + "frame_a_time": 1106.162, + "frame_b_time": 1110.028, + "frame_c_time": 1111.043, + "time_a_to_b": 3.866, + "time_b_to_c": 1.015, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0057/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0057/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..04e403347c55cd72ab57320a3c4f9a2b549ac7b4 --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0057/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0057", + "frame_a_time": 1485.455, + "frame_b_time": 1490.297, + "frame_c_time": 1491.283, + "time_a_to_b": 4.841, + "time_b_to_c": 0.986, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0058/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0058/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..144a5d59265f57ba6e8d4923346e0664080dba4b --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0058/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0058", + "frame_a_time": 65.93, + "frame_b_time": 67.834, + "frame_c_time": 71.382, + "time_a_to_b": 1.904, + "time_b_to_c": 3.548, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0059/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0059/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..3f0c9a950a950dc36d009aa47add1d0fc61e367f --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0059/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0059", + "frame_a_time": 1733.85, + "frame_b_time": 1736.135, + "frame_c_time": 1739.853, + "time_a_to_b": 2.285, + "time_b_to_c": 3.718, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0060/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0060/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..ac30d06dea7a93784d8f12bf827b2e5d9fa7073a --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0060/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0060", + "frame_a_time": 155.932, + "frame_b_time": 159.54, + "frame_c_time": 162.863, + "time_a_to_b": 3.608, + "time_b_to_c": 3.323, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0061/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0061/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..f32f3f88ea8a0e8b2e9c0ed40e78eecf3c6293a2 --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0061/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0061", + "frame_a_time": 202.267, + "frame_b_time": 206.243, + "frame_c_time": 210.57, + "time_a_to_b": 3.976, + "time_b_to_c": 4.326, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0062/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0062/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..09fc3694ae03a3ad95015faaa85a2326aef722d8 --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0062/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0062", + "frame_a_time": 1093.935, + "frame_b_time": 1094.98, + "frame_c_time": 1099.907, + "time_a_to_b": 1.045, + "time_b_to_c": 4.927, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0063/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0063/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..c3da9bf0ded86abdea8d5c01bd5330ef9395c7a6 --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0063/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0063", + "frame_a_time": 1419.873, + "frame_b_time": 1421.935, + "frame_c_time": 1424.363, + "time_a_to_b": 2.062, + "time_b_to_c": 2.428, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0064/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0064/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..67c58f1284df0314467d4db0bbc3ddae6dfe2062 --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0064/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0064", + "frame_a_time": 682.827, + "frame_b_time": 685.604, + "frame_c_time": 687.64, + "time_a_to_b": 2.777, + "time_b_to_c": 2.036, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0065/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0065/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..618c2dbbcd2bd3f1da37c31101027d2563c3e6ce --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0065/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0065", + "frame_a_time": 1539.606, + "frame_b_time": 1543.807, + "frame_c_time": 1544.782, + "time_a_to_b": 4.2, + "time_b_to_c": 0.975, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0066/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0066/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..7065e9638d872af4f24fdb1e99b821421d895df1 --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0066/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0066", + "frame_a_time": 1738.527, + "frame_b_time": 1741.887, + "frame_c_time": 1746.116, + "time_a_to_b": 3.36, + "time_b_to_c": 4.229, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0067/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0067/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..cf1ea1efea28d4ae3f5077fc809acb0de3d3f733 --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0067/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0067", + "frame_a_time": 1285.138, + "frame_b_time": 1287.598, + "frame_c_time": 1291.4, + "time_a_to_b": 2.46, + "time_b_to_c": 3.802, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0068/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0068/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..cfe6b7f32ca4a88862bb5c74637e00410b5dedb9 --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0068/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0068", + "frame_a_time": 1746.909, + "frame_b_time": 1748.625, + "frame_c_time": 1752.761, + "time_a_to_b": 1.715, + "time_b_to_c": 4.137, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0069/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0069/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..83696b52a81b268d7739edaaae17f9d9c0c2ff45 --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0069/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0069", + "frame_a_time": 982.611, + "frame_b_time": 985.287, + "frame_c_time": 987.747, + "time_a_to_b": 2.676, + "time_b_to_c": 2.46, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0070/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0070/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..5df76031551331757d2c263ffe709db1564928a9 --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0070/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0070", + "frame_a_time": 1327.561, + "frame_b_time": 1329.269, + "frame_c_time": 1333.602, + "time_a_to_b": 1.708, + "time_b_to_c": 4.333, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0071/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0071/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..04617a8de2f64f3cbe5c4d28391363b1369b81f1 --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0071/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0071", + "frame_a_time": 1505.9, + "frame_b_time": 1506.79, + "frame_c_time": 1511.257, + "time_a_to_b": 0.89, + "time_b_to_c": 4.467, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0072/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0072/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..695bc18960cf870aeef454af50dfbc1f823016b5 --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0072/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0072", + "frame_a_time": 456.19, + "frame_b_time": 458.781, + "frame_c_time": 462.028, + "time_a_to_b": 2.591, + "time_b_to_c": 3.246, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0073/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0073/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..d8319880ca6e5d0981bb6aaa4147ad6635c68e2a --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0073/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0073", + "frame_a_time": 697.885, + "frame_b_time": 698.514, + "frame_c_time": 702.843, + "time_a_to_b": 0.629, + "time_b_to_c": 4.329, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0074/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0074/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..db8d12cf44c753b8edd2118e07fbdb0fa803225f --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0074/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0074", + "frame_a_time": 345.251, + "frame_b_time": 346.705, + "frame_c_time": 350.795, + "time_a_to_b": 1.455, + "time_b_to_c": 4.09, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0075/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0075/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..f645e136cc3ce51dcd880d78578f2d5a67be1e4a --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0075/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0075", + "frame_a_time": 628.752, + "frame_b_time": 633.214, + "frame_c_time": 636.869, + "time_a_to_b": 4.461, + "time_b_to_c": 3.655, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0076/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0076/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..6518148d4408bbc65ade11d6ccad636e94b0415d --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0076/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0076", + "frame_a_time": 514.152, + "frame_b_time": 514.698, + "frame_c_time": 519.464, + "time_a_to_b": 0.546, + "time_b_to_c": 4.766, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0077/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0077/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..822ec41ce0c312e71a39da6578c8e36af53a164b --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0077/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0077", + "frame_a_time": 173.133, + "frame_b_time": 176.873, + "frame_c_time": 179.572, + "time_a_to_b": 3.74, + "time_b_to_c": 2.699, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0078/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0078/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..19dcb42e0569e98f68fa34a36fccfc10fbfbcead --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0078/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0078", + "frame_a_time": 1376.103, + "frame_b_time": 1379.71, + "frame_c_time": 1383.117, + "time_a_to_b": 3.608, + "time_b_to_c": 3.407, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0079/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0079/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..84d7310a52abb09f43abf4e630b79e7a1657a4d5 --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0079/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0079", + "frame_a_time": 897.915, + "frame_b_time": 901.983, + "frame_c_time": 902.902, + "time_a_to_b": 4.068, + "time_b_to_c": 0.919, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0080/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0080/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..07e1cc3d6450c40fa341abf925fc21d9b2620d1c --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0080/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0080", + "frame_a_time": 416.362, + "frame_b_time": 419.975, + "frame_c_time": 421.853, + "time_a_to_b": 3.613, + "time_b_to_c": 1.878, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0081/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0081/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..babc84c5c4c462ad360cf6fcd2276aa70e883cbd --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0081/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0081", + "frame_a_time": 1060.208, + "frame_b_time": 1062.838, + "frame_c_time": 1065.727, + "time_a_to_b": 2.63, + "time_b_to_c": 2.889, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0082/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0082/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..5ef601b5a995399b2f99838d6f3521d52cd6fc85 --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0082/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0082", + "frame_a_time": 781.084, + "frame_b_time": 784.941, + "frame_c_time": 786.929, + "time_a_to_b": 3.857, + "time_b_to_c": 1.989, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0083/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0083/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..4518b221ce471cf41ce3ec6c96d03fd177f433f1 --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0083/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0083", + "frame_a_time": 1277.172, + "frame_b_time": 1278.891, + "frame_c_time": 1280.523, + "time_a_to_b": 1.719, + "time_b_to_c": 1.631, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0084/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0084/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..9403335cf8248b4261a3327ca407bb7ac2e53e46 --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0084/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0084", + "frame_a_time": 235.813, + "frame_b_time": 237.18, + "frame_c_time": 238.218, + "time_a_to_b": 1.367, + "time_b_to_c": 1.038, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0085/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0085/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..77c4cb64fb39aca0403ce8808e294d269e29cacb --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0085/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0085", + "frame_a_time": 978.481, + "frame_b_time": 982.411, + "frame_c_time": 983.744, + "time_a_to_b": 3.93, + "time_b_to_c": 1.333, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0086/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0086/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..64574cec5dbd9ff0c01f701c4b399adf6413d1f7 --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0086/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0086", + "frame_a_time": 407.04, + "frame_b_time": 409.719, + "frame_c_time": 413.479, + "time_a_to_b": 2.679, + "time_b_to_c": 3.761, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0087/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0087/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..8c3926601805a09cc0a54e4c50fb367773448d0f --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0087/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0087", + "frame_a_time": 1766.823, + "frame_b_time": 1769.684, + "frame_c_time": 1771.457, + "time_a_to_b": 2.861, + "time_b_to_c": 1.773, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0088/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0088/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..bf1f256d33dfe438aa993a10e7804ca6437ffe52 --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0088/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0088", + "frame_a_time": 199.808, + "frame_b_time": 201.181, + "frame_c_time": 202.705, + "time_a_to_b": 1.374, + "time_b_to_c": 1.524, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0089/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0089/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..0b8f287ea271f0c4fbc131f9e1542fe140561bca --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0089/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0089", + "frame_a_time": 340.961, + "frame_b_time": 341.524, + "frame_c_time": 344.428, + "time_a_to_b": 0.564, + "time_b_to_c": 2.904, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0090/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0090/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..d5648325f2c540b9062a889161658ca8eed56b24 --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0090/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0090", + "frame_a_time": 510.651, + "frame_b_time": 515.535, + "frame_c_time": 518.526, + "time_a_to_b": 4.884, + "time_b_to_c": 2.99, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0091/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0091/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..a08d5730a7a0e1436e4e2fc196ff0588cbf40afb --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0091/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0091", + "frame_a_time": 1267.446, + "frame_b_time": 1268.514, + "frame_c_time": 1272.922, + "time_a_to_b": 1.068, + "time_b_to_c": 4.408, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0092/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0092/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..7c30050eaa257baaf801f9649feff726a2c61ad0 --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0092/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0092", + "frame_a_time": 898.018, + "frame_b_time": 902.445, + "frame_c_time": 905.528, + "time_a_to_b": 4.427, + "time_b_to_c": 3.083, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0093/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0093/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..88d8c246ff3bbd20692d7642a0ffee0b4e56cb08 --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0093/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0093", + "frame_a_time": 859.594, + "frame_b_time": 862.076, + "frame_c_time": 863.406, + "time_a_to_b": 2.482, + "time_b_to_c": 1.33, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0094/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0094/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..eaf18081b046eb86203613cb36d94dc510a15711 --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0094/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0094", + "frame_a_time": 111.896, + "frame_b_time": 116.631, + "frame_c_time": 119.28, + "time_a_to_b": 4.735, + "time_b_to_c": 2.65, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0095/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0095/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..b6820ae04c7613b963516b990e97f99ad56b7ac0 --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0095/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0095", + "frame_a_time": 1490.49, + "frame_b_time": 1492.793, + "frame_c_time": 1493.626, + "time_a_to_b": 2.303, + "time_b_to_c": 0.833, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0096/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0096/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..ec9dde3b2f9083e3df0e0b1f291596e8e5ad6ff7 --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0096/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0096", + "frame_a_time": 1145.868, + "frame_b_time": 1146.609, + "frame_c_time": 1147.78, + "time_a_to_b": 0.741, + "time_b_to_c": 1.171, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0097/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0097/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..01f7bb5ae01ea6c302b14d5cb883898dab70249d --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0097/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0097", + "frame_a_time": 1026.732, + "frame_b_time": 1028.599, + "frame_c_time": 1033.571, + "time_a_to_b": 1.867, + "time_b_to_c": 4.973, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0098/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0098/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..388eeb5066d1032e4289a73bd7cb451cf45e17e3 --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0098/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0098", + "frame_a_time": 231.87, + "frame_b_time": 235.81, + "frame_c_time": 239.039, + "time_a_to_b": 3.94, + "time_b_to_c": 3.228, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0099/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0099/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..56a923a0ed686eede8602ad73b5d3c43c5711035 --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0099/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0099", + "frame_a_time": 1434.37, + "frame_b_time": 1435.886, + "frame_c_time": 1438.738, + "time_a_to_b": 1.516, + "time_b_to_c": 2.852, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0100/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0100/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..54ff0d2cc4006f4159b6592a6f69493d4d6dcc44 --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0100/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0100", + "frame_a_time": 825.819, + "frame_b_time": 828.312, + "frame_c_time": 832.682, + "time_a_to_b": 2.492, + "time_b_to_c": 4.371, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git a/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0101/meta.json b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0101/meta.json new file mode 100644 index 0000000000000000000000000000000000000000..8a0d2af2a36840d5462159ab89b7ac95153c47e1 --- /dev/null +++ b/dave_the_diver/DAVE THE DIVER 2026-04-14 16-58-31/segment_0101/meta.json @@ -0,0 +1,13 @@ +{ + "video": "DAVE THE DIVER 2026-04-14 16-58-31.mp4", + "game": "Dave the Diver", + "game_description": "Dave the Diver is a hybrid adventure game that alternates between underwater diving exploration and running a sushi restaurant. The player controls Dave, a chubby diver, who dives into the Blue Hole to catch fish and gather resources during the day, then serves sushi at night.\n\nKey visual elements:\n- Underwater scenes: a 2D side-scrolling ocean environment with pixel-art style, showing coral reefs, kelp forests, deep-sea caves, and marine life.\n- Dave is a round character wearing diving gear, swimming through layered ocean depths that get progressively darker and more dangerous.\n- Various fish, sharks, jellyfish, squid, and sea creatures swim around in the water, each with distinct sprite designs.\n- The dive HUD shows an oxygen meter, depth indicator, weight capacity, and equipped weapons/tools.\n- Harpoons, nets, tranquilizer guns, and other catching tools are visible when Dave attacks or captures fish.\n- Restaurant scenes: a top-down or side-view sushi bar where customers sit at a counter and Dave serves dishes.\n- Menu items, ingredient lists, and customer satisfaction indicators appear during the restaurant phase.\n- Boss encounters feature large sea creatures in underwater arenas.\n\nGameplay actions visible on screen:\n- Dave swimming through underwater environments, dodging hazards and aggressive sea creatures.\n- Harpooning, netting, or tranquilizing fish to collect them as ingredients.\n- Exploring shipwrecks, underwater ruins, and hidden caves for treasures.\n- Battling large boss creatures with harpoon combos and dodge maneuvers.\n- Serving sushi to customers in the restaurant, managing orders and timing.\n- Upgrading equipment and weapons at shops between dives.\n", + "segment_id": "0101", + "frame_a_time": 1790.834, + "frame_b_time": 1792.709, + "frame_c_time": 1796.003, + "time_a_to_b": 1.874, + "time_b_to_c": 3.295, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0032/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0032/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..4da6b6a0338caeaf9a0a2e87fcfb03a92faf4725 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0032/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0032", + "frame_a_time": 2228.887, + "frame_b_time": 2233.08, + "frame_c_time": 2237.994, + "time_a_to_b": 4.193, + "time_b_to_c": 4.914, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0033/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0033/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..27e3b6f139341507ae47b5a722c4c48c0a3473a1 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0033/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0033", + "frame_a_time": 1668.551, + "frame_b_time": 1669.218, + "frame_c_time": 1671.978, + "time_a_to_b": 0.667, + "time_b_to_c": 2.76, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0034/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0034/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..b0bd27139f8de5c868f8060d9b150e915f6b084b --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0034/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0034", + "frame_a_time": 1984.236, + "frame_b_time": 1988.65, + "frame_c_time": 1993.084, + "time_a_to_b": 4.414, + "time_b_to_c": 4.434, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0035/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0035/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..fa6947ba6faa1e0661101c1bc181b1b75af752d8 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0035/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0035", + "frame_a_time": 1485.425, + "frame_b_time": 1488.292, + "frame_c_time": 1490.848, + "time_a_to_b": 2.867, + "time_b_to_c": 2.556, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0036/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0036/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..2ca24ac0a46161b88fbe80bc0b716ecef1e30434 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0036/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0036", + "frame_a_time": 2424.435, + "frame_b_time": 2426.78, + "frame_c_time": 2430.226, + "time_a_to_b": 2.345, + "time_b_to_c": 3.447, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0037/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0037/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..9c7d3d0c6f6398d2a0b2072c2e8d9166488140fb --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0037/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0037", + "frame_a_time": 533.744, + "frame_b_time": 536.357, + "frame_c_time": 541.219, + "time_a_to_b": 2.613, + "time_b_to_c": 4.861, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0038/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0038/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..d8fa326745a1a5477a69867c5f1a4ebc1823ece7 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0038/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0038", + "frame_a_time": 1146.798, + "frame_b_time": 1150.415, + "frame_c_time": 1153.84, + "time_a_to_b": 3.617, + "time_b_to_c": 3.424, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0039/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0039/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..7b0bd992def410876d67d9365d79b3e5dd6625b5 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0039/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0039", + "frame_a_time": 2854.842, + "frame_b_time": 2859.178, + "frame_c_time": 2863.545, + "time_a_to_b": 4.336, + "time_b_to_c": 4.367, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0040/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0040/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..d3aeec1d95c85092d4d083ca27fdfa4d05c3c931 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0040/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0040", + "frame_a_time": 1284.746, + "frame_b_time": 1286.671, + "frame_c_time": 1290.405, + "time_a_to_b": 1.925, + "time_b_to_c": 3.734, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0041/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0041/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..5b1ae5f14ce5fbaba4a19f056807925209fe63ee --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0041/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0041", + "frame_a_time": 2547.438, + "frame_b_time": 2551.864, + "frame_c_time": 2552.526, + "time_a_to_b": 4.426, + "time_b_to_c": 0.662, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0042/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0042/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..29f3d0d8428d4001b918c715e4ddce58cb202b4e --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0042/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0042", + "frame_a_time": 247.718, + "frame_b_time": 251.058, + "frame_c_time": 255.702, + "time_a_to_b": 3.34, + "time_b_to_c": 4.644, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0043/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0043/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..d21dc8a6915750772b3452d5dea8dd81257510e9 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0043/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0043", + "frame_a_time": 3339.629, + "frame_b_time": 3343.49, + "frame_c_time": 3345.943, + "time_a_to_b": 3.86, + "time_b_to_c": 2.453, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0044/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0044/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..de81f4da9da2266b679ccc02326cb1d647067f99 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0044/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0044", + "frame_a_time": 347.638, + "frame_b_time": 350.99, + "frame_c_time": 355.417, + "time_a_to_b": 3.352, + "time_b_to_c": 4.427, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0045/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0045/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..0b3961d98484222b91ad65328320f7b76d373719 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0045/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0045", + "frame_a_time": 1496.649, + "frame_b_time": 1500.272, + "frame_c_time": 1504.838, + "time_a_to_b": 3.623, + "time_b_to_c": 4.565, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0046/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0046/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..52fd20a37a72eefed4fb26acc04045cd6f00f8f3 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0046/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0046", + "frame_a_time": 173.067, + "frame_b_time": 177.15, + "frame_c_time": 178.97, + "time_a_to_b": 4.083, + "time_b_to_c": 1.82, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0047/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0047/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..97152629ce6b634deb20d5394c18426bbada286d --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0047/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0047", + "frame_a_time": 1267.545, + "frame_b_time": 1268.7, + "frame_c_time": 1271.59, + "time_a_to_b": 1.155, + "time_b_to_c": 2.89, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0048/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0048/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..ac87e8aa7d89adbb9f3693610f969255ff55fb3f --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0048/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0048", + "frame_a_time": 1903.52, + "frame_b_time": 1907.586, + "frame_c_time": 1908.851, + "time_a_to_b": 4.066, + "time_b_to_c": 1.265, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0049/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0049/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..1bb9674586ec97b0a1ae504825a2d8410fdb0e5f --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0049/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0049", + "frame_a_time": 282.822, + "frame_b_time": 287.241, + "frame_c_time": 290.53, + "time_a_to_b": 4.419, + "time_b_to_c": 3.289, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0050/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0050/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..16b75af24e36db23d8f74c2c8d71a8e47885962d --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0050/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0050", + "frame_a_time": 821.529, + "frame_b_time": 826.137, + "frame_c_time": 827.281, + "time_a_to_b": 4.608, + "time_b_to_c": 1.144, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0051/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0051/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..01b0230f0c0a14761842b9351c844e9deec41ed1 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0051/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0051", + "frame_a_time": 1554.797, + "frame_b_time": 1556.44, + "frame_c_time": 1558.089, + "time_a_to_b": 1.643, + "time_b_to_c": 1.649, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0052/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0052/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..35513a84cab3d0dc2e70ca2f64c021d533670cd3 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0052/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0052", + "frame_a_time": 51.276, + "frame_b_time": 55.397, + "frame_c_time": 59.953, + "time_a_to_b": 4.121, + "time_b_to_c": 4.555, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0053/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0053/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..866093056478baa340978ac8c1a7339692906ca0 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0053/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0053", + "frame_a_time": 2275.222, + "frame_b_time": 2276.433, + "frame_c_time": 2278.921, + "time_a_to_b": 1.211, + "time_b_to_c": 2.488, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0054/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0054/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..5009f462261bf17844177cbfbea66b14ac2f24f9 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0054/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0054", + "frame_a_time": 1170.11, + "frame_b_time": 1173.254, + "frame_c_time": 1176.63, + "time_a_to_b": 3.144, + "time_b_to_c": 3.375, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0055/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0055/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..fc81871b411b8f7bb15c0bad449c048b12313955 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0055/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0055", + "frame_a_time": 1432.183, + "frame_b_time": 1433.809, + "frame_c_time": 1438.113, + "time_a_to_b": 1.625, + "time_b_to_c": 4.304, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file diff --git "a/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0056/meta.json" "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0056/meta.json" new file mode 100644 index 0000000000000000000000000000000000000000..84d4f555a872c46b9b2f5c7ea8a5ed3169942852 --- /dev/null +++ "b/magicka_2/MAGICKA\302\256 2 2025-05-25 19-44-40/segment_0056/meta.json" @@ -0,0 +1,13 @@ +{ + "video": "MAGICKA® 2 2025-05-25 19-44-40.mp4", + "game": "Magicka 2", + "game_description": "Magicka 2 is a top-down action-adventure game with comedic fantasy themes. Players control wizards who combine elemental magicks to cast a huge variety of spells, either cooperatively or chaotically with friendly fire always on.\n\nKey visual elements:\n- The camera is a fixed isometric/top-down view showing the wizard characters and the surrounding fantasy environment.\n- Player wizards are small robed figures with staffs, each wearing distinctly colored robes.\n- The element bar at the bottom of the screen shows queued elements: Water, Fire, Lightning, Earth, Cold, Arcane, Life, Shield — each with a unique color and icon.\n- Spell effects are dramatic and screen-filling: lightning bolts, fire walls, ice beams, rock projectiles, healing circles, and explosive combinations.\n- Environments include forests, villages, caves, castles, mountains, and fantastical realms, rendered in a colorful stylized 3D art style.\n- Enemies range from goblins and orcs to demons and undead, often appearing in large groups.\n- Friendly fire damage is a constant visual: wizards can burn, freeze, electrocute, and launch each other.\n\nGameplay actions visible on screen:\n- Wizards queuing elements and casting combined spells in four modes: area, projectile, self-cast, and weapon enchant.\n- Beams, explosions, and elemental storms covering large areas of the battlefield.\n- Players accidentally (or intentionally) hitting each other with spells, causing ragdoll knockbacks.\n- Reviving fallen teammates by casting Life spells on their corpses.\n- Crossing wet, electrified, or burning terrain that interacts with elements dynamically.\n- Boss fights against giant creatures requiring specific elemental counters.\n", + "segment_id": "0056", + "frame_a_time": 683.033, + "frame_b_time": 685.264, + "frame_c_time": 687.939, + "time_a_to_b": 2.231, + "time_b_to_c": 2.674, + "min_gap": 0.5, + "max_gap": 5.0 +} \ No newline at end of file