Update: the competition is over. Thanks to all who entered!!
Following is a list of entries into our 3rd Flash Game Design Competition (in no particular order). Click the game icon to go to the review page for that game.
|"A Bark in the Dark"|
...by Bart Bonte
|"Gimme Friction Baby"|
...by Wouter Visser
|First Place &
|"Super Earth Defense Game!"|
...by Carl Foust
|JIG Logo Creativity Award||"Speck Oppression"|
...by David Durham
...by Matt Slaybaugh and Joe Versoza
|"Replay 2 : The Sequel"|
...by Caleb, R. Emmett and longhorn54
...by Andrew VanHeuklon
...by Felix Reidl
|Honorable Mention||"Time Raider"|
...by Rey Gazu
...by Alex Kaplan
|"The Turtles of Time"|
...by Dom Camus
|"A Good Hunch!"|
...by Philipp Seifried and Markus Mundjar
...by Daniel Gutierrez
...by Zapak Digital Entertainment Limited
Wooty tooty flip-bam-booty!
We're hosting our 3rd Flash Game Design Competition!
(and again the crowd goes wild! RAWR!)
Here's the scoop: you, casual gamer / game designer / Flash whiz, design a game in Flash—minimum requirement: AS 2.0; AS 3.0 is also fine—that incorporates our theme (see below). It doesn't have to be complex nor large in scope, in fact since you will have only 4 weeks to complete your design, simple ideas are probably the way to go.
Here's the catch. Your game design must incorporate this theme: "replay".
You are, of course, free to interpret that any way you choose; however, the extent to which your game addresses the theme is left up to the competition judges to decide.
Also, your game must not have been in general release (publicly available to play on the Web) prior to the deadline of the competition (see below).
Entries not meeting the requirements will be disqualified. See below for a list of additional specifications including stage size and a couple simple API calls your game must support.
Use your imagination and be creative. We are looking to create a collection of the best entries submitted to the competition like we have done before. Impress us with your game design and production skills and you will score fame, recognition, prizes, as well as a proper review of your work by the JIG Casual Gameplay review staff.
As before, we're looking for a truckload of great entries to make this competition really spectacular. And we've got the prizes to back it up! In addition to seeing your name in pixels and the millions of people who will play your game, we have some very nice prizes to award:
- 1st place:
- 2nd place:
- Audience award:
- as before, determined by JIG community popular vote and worth at least $200 (courtesy of ArcadeTown).
In addition to the above prizes, your game will be eligible to receive a bid from ArcadeTown for publishing there as well. Several games from our previous competition received a generous sponsorship from ArcadeTown, and they are on board once again with their support for the indie Flash game development community.
Winners will be judged by the JIG Casual Gameplay staff based on creativity, originality, aesthetics, and how well it incorporates the competition theme. You don't have to make anything complex, just wow us with a great idea or two.
To enter the JIG CasualGameplay Game Design Competition, all you have to do is create a simple and original Flash game incorporating the theme and send it to us.
Like previous competitions, your game will appear in a collection for the site, and so it must support our specifications and our very simple API listed below. If you do not know how to support our API even after reading the specifications below, you will need to send us the final .fla file 48 hours prior to the competition deadline so we can add the appropriate support for you.
By submitting an entry to the competition, you grant Jayisgames.com and CasualGameplay a permanent, non-exclusive license to host the game, either individually or as part of a larger collection. We will always include credit to the original author and display a link to you or your sponsor's site, if desired. Please provide us with your name, shipping address, and preferred link (optional) when submitting your entry.
Once you have your game polished and ready to go, send it to: email@example.com
The deadline for entries is
Sunday, July 15, 2007 at 11:59PM (GMT-4:00).
So, start the brainstorming and get ready to wow us!
Friends of Jayisgames: Please help spread word of this competition by posting a note along with a link to this entry on your blog or website. Feel free to use this banner to link back to us. Thank you kindly!
Our warmest appreciation and kind thanks to the sponsors of this competition:
Specifications and the finer details of submitting an entry follow...
Your game will be loaded from an external swf into a common UI. Therefore, there are a couple of issues you must be aware of:
- Your stage size must be the same as the UI, 640x480.
- The background color of the common UI will be black (#000000). Therefore your game must either look good against a black background, or you will need to include a rectangle filled with the color you wish to appear as the background, and of the same size of your stage, on your main timeline.
- Frame rate should be set to 30 fps, as that will be the frame rate of the common UI that loads the external game swf files.
- Your game will be loaded with _lockroot set to true, which means references to _root in your game will continue to reference the main timeline of your game; however, you may not use references to _level anywhere in your code. (If you do not know what this means, you probably don't have anything to worry about.) -- this applies to games using AS2 only.
- For Sound objects to function correctly in loaded SWFs, when instantiating new Sound objects you must pass a reference to the movieclip that's doing the instantiation, such as:
var mysound = new Sound(this);. If you leave out "this" your game will have no sound when loaded. -- this applies to games using AS2 only.
- Preloading your game will be handled for you, therefore you do not need to include a preloader with your game (but having one shouldn't cause any problems either.)
The common UI is designed to provide a consistent interface with which to easily navigate through each of the competition entries. To facilitate a smooth and functional common UI, your game must support our very simple API: applies to both, AS2 & AS3 games...
- start() - a function in the first frame of your game that gets called by the common UI (GameManager class) to start the game. This function will not be called until after your game has finished loading. Therefore, your game should remain on its first frame until it receives a call to start().
- reset() - a function in your game that is called to reset the game to its initial state/menu. It must exist so the GameManager can call it when the player selects "reset" from the common UI controls.
- quit() - a function in your game that is called to quit the game and return to the main competition UI menu. It must exist so the GameManager can call it when the player selects "quit/menu" from the common UI. This function must make the following call: GameManager.getInstance().gameDone(); // use this exactly as written.
If your game contains a win condition, be sure to create an appropriate ending to the game. Do not simply call the GameManager's gameDone() function without some congratulatory message to the player first, or the player will be disappointed and points will be taken off your entry. A few entries did that in our first competition and players were confused as to whether the game had been completed correctly.
A stub compilation UI shell (AS2) from our previous competition is available to test your game with. Since the API hasn't changed at all, it should work unmodified for this competition as well. A final stub using competition 3 graphics (see comments) will be made available within a week of the deadline. If you have any questions at all about these specifications, please post a comment here and we will address it.