A tiny world is at your fingertips, ready for you to shape it. Create a cavern teeming with life... provided you can discover all the creatures hiding inside. Using sandbox tools, manipulate the environment to coax each creature into the open, or how to create them. A charming little simulation tool that encourages experimentation.
Don't Look Back is a modern retelling of the story of Orpheus and Eurydice, although there are subtle differences. For one, the mythical greek poet favored a harp over a handgun, and for another, he didn't need your platforming skills to guide him on his journey.
A strange and even unsettling little experimental game about every day in the life of a faceless, unnamed man, Every Day the Same Dream somehow manages to be oddly affecting despite its grim and dark presentation. Is there anything at all that can break him out of his cycle? It won't take you long to play, but it may stay with you well after you've shut down the browser.
In the experimental game Gray, you are a white or black androgynous person in the midst of a rioting mob, filled with people of the opposite shade. Your goal is to talk to the people who are highlighted and attempt to convert them to your point of view. It's amazing how accurately such a simple little game can hold a mirror up to modern political discourse.
How
do you raise a dragon? As you progress through this unique interactive story adventure from Gregory Weir and Armor Games, you'll find it's more complicated than strapping on a pair of fireproof gloves and stocking up on cattle. The choices you make can have unexpected consequences, and multiple endings based on the path you take will have you coming back to this one again and again.
Each day, for 219 days in a row, Chris DeLeon designed a game. Some began as imitations of classic arcade games, while others, which he calls "commucepts" or "spaquoids", are more experimental in nature. Some have a point to make, some are just good fun. Even with the occasional flop, this fantastic collection of odd and curious web toys can keep you busy for hours.
You Are Games returns with a musical challenge this week. Introducing Nudge, a simple to use musical composition webtoy that gives everyone the ability to create pleasant sounding melodies. And we want to hear what you can do with it. Let loose your inner musician!
Minecraft is a sandbox game that lets you make your own world out of colorful building blocks. Construct a fortress, and then plant tulips on the parapets. Dig a vast network of subterranean tunnels, drop a colony of people down the rabbit hole, and watch them wander. Or, if you're in a particularly metacognitive mood, make a sandbox. Uncage your imagination, and let it take you where it will.
Q-Block is an extremely nifty graphics editor that runs in your browser. It allows you to build 3D pixel art, just by sticking colorful cubes to each other one at a time. Rotate your artwork in 3D space by clicking and dragging anywhere on the screen. It's just as easy to remove blocks or repaint them a different color.
The new game from Gregory Weir is an unabashedly highbrow and experimental platform game, where the ground is made up of literature. Try to touch as many words as you can, as prose by H.P. Lovecraft, T.S. Eliot and others stretches out before you. It's interesting enough just to be forced to read by a platform game, but the real treat is all the visual embellishments.
Taking home first prize in the Casual Gameplay Design Competition is no small feat, but David Shute's deceptively simple game of exploration does it with just a few small worlds. A short platformer that may stay with you a long time, Small Worlds offers detailed and surprising environments for you to reveal in your search for... a little peace and quiet.
Tanaka is throwing a party. You help Tanaka invite all his friends to the party. They will show up, everyone loves Tanaka. Tanaka always tries his hardest. He will try his hardest to find all 72 of his friends to join his party. Can you help him find all 72 of his friends? Tanaka hopes so.
You play a poor and homeless beggar in this piece of interactive art from Scott Brodie. You must figure out how and what to eat, and where to go and what to do. You must learn the laws of the land the hard way, and you must ultimately learn to subsist on the charity of strangers, lest you fade and wither away to nothingness.
With nothing onscreen but a few blocky characters and a short poem, Today I Die carves a slice out of an existential nightmare and serves it to you raw. You could classify it as an adventure game or a puzzle game, but it doesn't feel like it should be pigeon-holed with anything. The solutions are so well-integrated, applied with such holistic grace. You won't even realize how many puzzle pieces are displaced until you see how they fit together.
The bomb is going to go off in five seconds. This can't be changed. Your task is to guide a bunch of individuals through their final five seconds of life before the bomb does go off. Can you get 100% by helping all of the stick figures attain their goals before being vaporized by the big one? And will it matter?
Windosill is the story of a toy car, a little blue box with wheels and a smokestack, who one day dares to journey outside of its confining storage shelf. You, armed with the power to touch, carry, poke, prod, and experiment, will lead the toy through a cool blue dream presented in stages, a series of shadow-boxes full of curious characters and structures, each with its own puzzle to be solved.
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