Hopefully the moment you've all been waiting for. We'll be rolling out the entries in the order we received them. Here is the first entry to our 4th Casual Gameplay Design Competition: Event Horizon by the_Corruptor (Canada). An action game of mouse-play that implements the "ball physics" theme and creates gameplay that revolves around it, literally.
Replay 2 : The Sequel is a unique sequel in that the first game never saw a release. Instead, the code was rebuilt from the ground up and a "2" attached to its name. This turn-based puzzle game also implements the "replay" theme in a unique and challenging way, one that will force you to think ahead and calculate your moves carefully.
Paracaidas ("parachute" in Spanish) is from Scheletro, a very talented newcomer to our competitions. It's the tale of a dedicated stunt performer who is never satisfied until he has either safely missed his target, or mysteriously closed his parachute and plummeted to his death.
Robot Goal is a simple puzzle game that involves programming a robot to collect green spheres and shoot them into goals before time runs out for each level. Programming is as simple as clicking on the icon representing the action you would like the robot to take. Sequencing several moves together before clicking play will help master each level within the allowed time limit.
Fitting in the webtoy category more comfortably than being a game, Music Dodge is an entry from Daniel Gutierrez into our 3rd game design competition. Colored bars streak across the screen in time with the background music. You control a colorful orb and must "scratch" against the edge of the bars to score points. It's a simple game of avoidance and precision made much more interesting when you use your own music.
Parley is a two-player strategy card game designed by Matt Slaybaugh and Joe Versoza for our 3rd game design competition. Similar to Rochambeau, the base deck is made up of three suits (Water, Fire, and Wood), each of which trumps one other suit and is in turn trumped by the remaining suit of the three. In addition, each suit is broken up into a number of different ranks: Queen, Duke, Knight, Spy, and Page (in rank order).
A game entered into our 3rd competition, The Turtles of Time is an action game in which micromanagement and careful planning are rewarded rather than reckless bouncing hither and thither. Properly played, the game looks and plays like a well-oiled machine, or an award-winning marching band. A clever time-rewinding Replay feature allows you to control multiple turtles as the levels progress.
Yalpeyalper is a chain reaction game by the ever-inventive, Tonypa. There have been many chain reaction games made in Flash, and the formula is simple: click one object and watch as the rest of the objects react in sequence. However, while other chain reaction games leave your fate up to chance, Yalpeyalper forces you to make sure you've picked the right starting point.
Hopefully the moment you've all been waiting for, here is the first entry to our 3rd Flash Game Design Competition. It is a point-and-click game that implements the "replay" theme in a literal sense, with a few surprises and twists that make the game both humorous and enjoyable to play.
Space Pilot, by Alex Kaplan, is the spiritual successor to Asteroids, featuring the same vector-style graphics, the same ship, the same control scheme, and even the same asteroids. I was really tired of Asteroids itself decades ago, but picking this game up feels like I'm putting on a pair of old familiar boots and going for a stroll in a brand new town.
Speck Oppression is another unique an creative entry, qualities that are becoming standard expectations when learning of a new Komix game on the loose. The idea is to gather energy to fully charge a collector and to unlock the next level. You do so by manipulating the beautiful 'specks' that inhabit this game world.
Our most recent competition has shown some seriously inventive interpretations of the theme "Replay", and one of the standouts in that category is Carl Foust's Super Earth Defense Game. It's a typical side-scrolling shooter on its face but, in a unique twist, really shines once your ship gets destroyed.
Karma is a unique game of rebirth that features simple gameplay and yet offers a reflection upon certain aspects of life and philosophy. The authors should be lauded for making Karma not only a game that is fun to play, but one that reaches people on a more spiritual level and still manages to incorporate the "replay" competition theme nicely.
Timebot is an action puzzle game entered into our recent game design competition. It's a game in which you must guide a robot throughout several levels. The objective is to roll onto switches that open doors or materialize platforms and make it to the exit within the time given. The replay mechanic in Timebot turns what would otherwise be a simple platform puzzle game on its head and creates something truly outstanding.
A Good Hunch! is a charmingly illustrated and animated platform game of teamwork starring Harvey and Tina, a pair of very colorful goats. In each level you play first as Harvey making your way to one of two available exits. Then switch to Tina to find your way to the 2nd exit while your actions for Harvey are replayed simultaneously. Only one exit may be used per goat, and you may have to jump on Harvey's back to reach higher areas.
Intriguing, complex, well-planned, fascinating, and fun, Time Raider is a multifaceted game, part puzzle, part timing, and part reflex, where no one of these parts dominates over the other two. As a result, it has a broad appeal to fans of different types of games, and is one of the most creative entries to be submitted to our recent game design competition #3!
JIGorbit is an action puzzle game that incorporates simple gravitational force as the basis of its gameplay. The objective is to reunite the scattered limbs of the JIGster logo by propelling the body around the gravitational field created by the JIGster's 'head' while avoiding any vortexes. It was created by DDams, of France, and is the winner of the "Best use of the JIG logo" prize from our 3rd competition.
ReMaze starts off easily enough, with only one corridor down which to guide the white squares. Then there is another, and another, and soon you are caught up trying to navigate several mazes at once, not just to reach the goals, but to reach them simultaneously. Then comes the red death. One misstep and you're toast!
Another simple idea executed almost perfectly, Andrew VanHeuklon's Rerun is a unique mouseplay game of collection and avoidance. And though we have seen this core gameplay mechanic in other games before, it is the creative implementations of the "replay" theme that elevate this title above others of its type.
It should come as no surprise to hear that great things often spring from the simplest of ideas. Gimme Friction Baby is one such simple idea turned into an award-winning arcade game of strategy and skill that will keep you coming back for more long after your first play. First place and audience prize winner from our 3rd game design competition, and now part of the elite selection of games to be called Best of 2007. Another exceptional game design by Wouter Visser.
Dr. Steel has enlisted the talents of Starkraven Madd to take the task of growing his robot army and transform it into a stimulating puzzle game for the masses! It's a simple matter of placing the fuses in the proper slots to provide energy to the mysterious robot growth chamber.
NOBuzzle Tree is a beautiful logic puzzle game that is based on a simple concept; but its simplicity may be deceiving. The 'grow' theme implementation in this game, apart from the obvious sprouting tree blossoms, actually has a similarity to an Eyezmaze Grow game: Each puzzle has a correct sequence that will make the tree blossom in full. Can you find it?
OK, here's the scene: you're stranded with a handful of your best friends on some strange platforms suspended above an endless black abyss. You're understandably a little bit scared, all of you. You won't wander off onto a new platform unless you have at least one friend to go with you, and inevitably one of you chickens out and stays behind in relative safety—after all, they've seen some of the platforms drop away into nothing!
I think many people who frequent this site would agree: Tonypa is one of our favorite casual game designers. Grow Word, his submission to Casual Gameplay's second competition exhibits many of the characteristics that we have come to love about Tonypa's games: it's elegant, understated, and easy to learn but hard to master.
Frog and Vine is a unique collection of puzzles entered in our second Flash game design competition by Matt Slaybaugh, creator of Escape to Obion. Frog and Vine is one of the more varied entries and features four types of puzzles that can be completed in any order. And if the name didn't give it away, each one involves frogs and/or vines!
Aqui Griffin delivered a visually stunning entry to our recent game design competition that is as easy to pick-up and play as it is to look at. enQbate is a simple puzzle game in which the objective is to highlight all cells in play by mousing over them with the cursor and then clicking.
You sit yourself down in front of an odd looking, dusty old monitor that displays what appears to be a radar screen with a few colored markers and controls along the outer edge. There are no instructions to be found anywhere, just the thrill of discovery by pointing and clicking with the mouse. You can do no harm to it; nothing is going to break or send you whirling into space without a helmet. So leave caution to the wind and boldly go into Orbit.
Tower of Babblers, an entry by Lars A. Doucet in our second Flash game design competition, is one part puzzle, one part frantic action game. It takes the contest theme of "grow" and morphs it a bit into "build", incorporating cute fuzzy creatures into one of the most unique titles entered into the competition.
It really is amazing to see such creativity sprout from a simple word, as with the recent competition and its "grow" theme. Beginning with a very simple premise of expanding rectangles on a grid to connect them, Wouter Visser creates a unique and enjoyable puzzle game entry with PLANned. In this 18-level game, there are only but a few rules that you need to know to get started.
Earning an honorable mention in our 2nd Flash game competition is Rings and Sticks, a captivating and original puzzle game from designer Komix and created expressly for the competition. More so than any other entry in the contest, Rings and Sticks took the Grow theme and made it a fundamental element of the gameplay.
In Gateway 2 you again guide a robot, through a dream-like setting, in order to solve numerous and varied mini-puzzles for a seemingly unknown purpose (though a purpose there is, as you soon discover). Using well-placed musical cues and subtle environmental sound the author has created a virtual world that draws you in from the moment you launch the game. The setting and aesthetics are so enticing and mysterious, it doesn't matter at first that you don't know what your ultimate goal is (or indeed if you have one).
Sprout is a creative and original puzzle adventure game created for our second Casual Gameplay Design Competition. From the moment you lay eyes on it you know it's something special. The unique artwork for a Flash game has a paper-cut appearance that lends a storybook atmosphere to the game. This environment perfectly suits the role you play as a young seedling trying to find its way home. Sprout has everything we love to see in a Flash game: originality, a simple design, and a beautiful presentation.
You might have guessed that with a name like Growbal Warming, it is likely the next entry from our "grow" themed competition; and you'd be right! The game was designed and created by Richard Ohanian, a fellow alum of RIT, and it features gameplay that mimics the futility we potentially face with the problem of global warming.
Bart Bonte sends in this next competition entry all the way from Belgium. Chicken Grow is a point-and-click puzzler that will have you hunting, pecking and scratching (and perhaps even bobbing your head forward and back like a chicken.) As with the other entries, discovery is part of this game, too.
by Elizabeth Reynolds is one of the puzzle games submitted to our first Game Design Competition. Four instruments sit silently on the right side of the screen, each in a different colored chair. Using the corresponding controls to the left, activate the instruments to produce a green wave on the bottom of the screen. Get the wave to match the pattern and you'll win!
Two of the earliest entries into our first Game Design Competition, Puzzle 1 and Puzzle 2 come from the extraordinarily talented designer Tonypa. Each game is a unique take on our competition's theme of simple puzzles that you must figure out how to solve on your own.
Wired is a classic-style puzzle game the author, Vlad Kvitnevski, has taken and molded into something new and entertaining. The concept itself is one that you've probably seen before: Connect wires from one location to the next. It is a casual game perfect for a rainy day, as it's something you can get hooked on and complete without the hairs on your head going gray, or being ripped out.
Houses is a short and simple puzzle game that was an entry in our recent game design competition. In keeping with the competition theme, Sean designed the game to require little in the way of instruction, but there are hints to help you along if needed. The objective is to build 3 houses using all of the pieces given.
Submitted to our game design competition in August, Free the Bird is a simple puzzle game that offers a satisfying reward if you solve it by yourself. The game features the same pleasing minimalism artistic style that is Bart is noted for, and it is of clever design, too. Just enough for a midday break.
Personal Universe is a puzzle game that lets you play with physics. Using sets of colored blocks you must build moving machines that help you complete tasks. Just as the name implies, Personal Universe gives you the materials to let you build a living universe all your own. It's filled with possibilities and offers a surprising amount of freedom to explore and experiment at your leisure.
Created as an entry for our recent game design competition, Quadra Pair 42 is an innocent looking puzzle that will quickly have you in tears. Frustratingly difficult to figure out, the puzzle can be completed in just 21 moves. But the trick is in figuring out the rules first.
Weight is a game of puzzle solving and light mathematics created by Sean for our first Game Design Competition. "Please calibrate scale 2..." is the only instruction you have at first. It might take a little clicking, but soon you'll discover you can add or subtract weights from each scale in order to match pairs of numbers on the left. The first few are easy, but as you get more scales to balance, your life gets complex.
Liquid Colors is a brilliant idea for a puzzle game and one that works exceptionally well in Flash. It is another creative and original puzzle game entry to our recent game design competition. It was created by DDams of France.
In this entertaining puzzle game You are the alchemist's apprentice left in charge of the alchemy shop while the master is away (probably away on business, but we don't really know for sure; details are sketchy, you see, and therefore we shouldn't jump to any conclusions.) In any event, she left some instructions behind: you must conjure three (3) items before the master returns.
Colour Connect has many qualities of a classic casual game: it is easy to understand, simple to pick-up and play, and the randomly generated puzzles present a challenge that is difficult to master. Created by Matthew Dirks of British Columbia, Canada, for our recent game design competition, this puzzle game not only plays great it could also pass as an abstract work of art.
Sigil of Binding is a simple puzzle game submitted to our recent game design competition by John-Paul Walton of Ohio, USA. It is based on the familiar 'flip the squares to turn them all the same' concept of puzzles, and yet John-Paul's impressive audio and visual production skills turn this version into one all his own.
Gear Puzzle is a simple puzzle game featured in our recent game design competition. As the game begins, a small blue character with big puppy-dog eyes catches sight of a pink character locked in a cage. The cage is chained to a gear suspended from the top of the screen. Pegs line the wall and various sized gears are scattered around. Helpless but heroic, the blue guy does the only thing he can to help: jumps on the gear across the room and starts spinning it. Your job is to arrange gears on the pegs to transfer the motion across the room to lower the cage.
Submachine Zero: Ancient Adventure is a spectacularly detailed Flash point-and-click puzzle game from one of the leading designers of the genre, Mateusz Skutnik. This competition entry also placed within a tight group of puzzles that resembled a photo-finish at the horse races. In other words, it was difficult to pass this entry by as a prize winner.
Another competition entry that was only narrowly edged out of an award, Jewel Drop by Nick Redmond consistently received high marks from each of the four reviewers. This ear-training, color-layering game features a clean and appealing interface and a luxuriously rich soundtrack that together create a unique and original game play experience.
Keys very nearly placed among the winners in our game design competition, and if we had but one additional prize, it would have. This mysterious and charming little puzzle game fit the theme perfectly by closely resembling a puzzle you might find in Click Drag Type. In fact, there weren't many other games that came this close to exactly what we were looking for.
Gateway is an impressive and delightful 3D puzzle game from Anders Gustafsson, awarded Honorable Mention and the coveted Audience Award in our first game design competition. The game has a very simple premise: guide a robot through a series of rooms; but you will have to solve a mini-puzzle within each room to advance.
Cyberpunk is a simple Flash puzzle game disguised as an arresting and involving hacking simulation. Armed with four programs and some intuition, you'll have to sneak into a remote computer guarded by obscure (and not-so-obscure) passwords, as well as by some nasty puzzles.
A flash design project by Phillip Reagan of Texas, USA, Thief weaves a cryptic atmosphere with captivating puzzles to pull you into a story you didn't even realize you were participating in. Thief is a well-deserving runner-up in our very first Casual Gameplay Design Competition.
At first glance the game appears to be a layout from a schematic diagram, which might easily scare you away if you're a non-technical type. And it will likely have you scratching your head wondering just what to do with it even if you are an electrical engineer. However, those adventurous souls that persevere, by poking around the surface to learn what is hiding underneath, will be nicely rewarded by what they find.