What can you do in a single day? Well, not build Rome, of course. You could build a game, at least. That's what Chris DeLeon decided to do. Each day, for 219 days in a row, Chris designed a game. Some began as imitations of classic arcade games, while others, which he calls "commucepts" or "spaquoids", were more experimental in nature. By the end of last June, he had a fantastic collection of odd and curious web toys, all available to play at Interaction Artist.
Having each been created in a single day, these games are not very large or content-intensive. Yet, sometimes a tiny game can have a big message. Take Candy for instance, the perfect game for anyone who has ever been disappointed with a game that ends without a win screen. You won't spend long wondering how to play, but you might wonder if the reward is deserved. If Candy seems a little too obvious, try the enigmatic Armistice Key.
Some games are just good fun, like Warmer, a 3D maze that shows you how close you are to the goal by getting hotter or colder. With Firewriter, you can draw a picture and then, as the title suggests, light it on fire. Juggle rotating spheres of dust in True Hopes. I'm not sure what it has to do with hope, but it is oddly mesmerizing, like driving down the Bay Bridge.
Most of the experiments on Interaction Artist are simple toys, sandboxes and mazes. That isn't to say they are free of politics and opinion. A handful of the games represent the author's moral beliefs. So, if you happen to be an easily offended cattle-ranching nun, you may want to avoid such games as
Steak, Iconoclast Rage, and ManipuLie'ted. On the other hand, some games examine more universal challenges, like the ambiguous goal of Do As Told.
You probably won't find the ultimate flash game at Interaction Artist, but perhaps fragments of games to be. Many of the concepts are new twists on old ideas, while others are simply pleasant distractions. Some will have you scratching your head in confusion and some will send you scrambling for the back button. That's to be expected with a game a day—some days are good, others not. Even with the occasional flop, the strange toys and commucepts at Interaction Artist can keep you busy for hours. Best of all, if you keep asking "What was he thinking?" as you play a game, check out the author's analysis by following the Archived Journal link at the bottom of the screen. Sometimes his commentary can shed light on the purpose of a game.