Experiences

  • Stone Figure

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  • Build

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  • 2003 nostalga

    this game is for nostalgerissts who wnt to experience 2006 or 205 (pls play)

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  • School

    Me

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  • Trigonometry's Place

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  • 2011

    In a serene landscape, two imposing stone "Figure" statues stand sentinel on either side of a Block structure meticulously arranged to spell out "2011." The stoic guardians symbolize a timeless commitment, choosing to protect the structure above all else, acknowledging its profound sentimental value and enduring truth. Amidst the solemnity, a nonchalant, non-stone "Blue Figure" observes the numerical arrangement, its expression void of amazement or fear. Positioned on ascending cylinders, the stone Figures confront the unyielding passage of time, with the black Tabula Rasa beneath serving as their shared foundation. The unimpressed gaze of the non-stone Figure reflects a lack of understanding, an innocence untouched by the relentless march of Chronos, the god of time. Here, within this tableau, the stoic guardians and the indifferent observer coexist, embodying a timeless narrative etched in stone and numbers.

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  • fake 2007 game

    not done yet

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  • Objective

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  • Figures

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  • Class Dismissed

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  • Entropy

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  • House

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  • World Cup

    In this game, the map borders are defined by point gates, creating clear boundaries for players. Elevated ramps function as platforms for maneuvering and gaining advantages. Blue and red figures stand on these ramps, emblematic of allies and adversaries. A bouncing ball adds an element of challenge and strategy to the gameplay.

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  • Trip

    This game offers a desert map that immerses players in a virtual trip to the arid dunes. Throughout the journey, you'll encounter lifelike individuals, adding a human touch to the experience. It's an adventure that captures the essence of a desert expedition, complete with vast sandscapes and a scorching sun.

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  • Utopia

    In this game, a utopian world unfolds, adorned with towering 'Building' models that symbolize opulent high-rises. Yet, nestled amidst this grandeur is a single, unpretentious house, a poignant reminder of simpler living. Players can explore the intriguing contrast between opulence and modesty within this digital utopia.

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  • Island

    In this game, randomness rules. You start on an island with a large table, encircled by an assortment of chairs. Bouncing balls, lamps, and a mysterious house keep you guessing. Embrace the unpredictability and adapt to the ever-changing landscape in this game of chance.

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  • School

    This game setting comprises a school and an adjacent yard. The school serves as a central hub with classrooms and a corridor, while the yard offers an outdoor space for activities. Players can explore both areas.

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  • Sisyphus

    In this game, the central theme echoes the timeless myth of Sisyphus. You, as the player, assume the role of Sisyphus himself. Throughout your journey, a multitude of "Figure" models beckon you to engage in conversation, alternately in Latin and English, adding linguistic variety to the experience.

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  • Virtual Arbitration System and Method

    A three-dimensional virtual world is provided and includes an avatar representing an accusing party in an infringement case over one or more three-dimensional game objects, an avatar representing an accused party in the infringement case, a virtual space arena containing the objects in dispute, a jury box containing avatars representing a jury assembled to preside over the infringement case, and an avatar representing a judge for instructing the jury and for rendering a judgment in the case based on jury input. The jury observes the objects and object functionalities through demonstration of the objects in the virtual arena and supplies an opinion relative to the likeness of the objects to one another according to instruction given by the judge and wherein the judge renders a verdict based on statistical analysis of the opinions collected from the jury.

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  • Cool Voxel Map

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  • buy items from this game

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