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Entries tagged with "competition" - listed newest to oldest


M.I.L.O.M.I.L.O. stands for Mildly Intelligent Living Organism, the robotic main character of this puzzling game. You play as M.I.L.O., who wanders through the sixteen levels of this game pushing buttons, carrying items, and avoiding the deathtraps set for him. Keep a sharp eye on what the notes you find say, because there's more to this game than fits in a single browser window.

dRivedRive is quite possibly the first calculus-themed game to get a review on this site, but don't go fleeing for the high country quite yet; you don't need to understand the math to play the game. At its core, dRive is a simple "catch the falling objects" game, but the unusual, calculus-based method of controlling three games at once turns dRive into an innovative, fascinating game.

PiecesProo, a mischievous but good-hearted little girl who accidentally crash-lands her father's spaceship on a bizarre planet, must relearn basic skills like walking and jumping in order to navigate an enormous and beautiful world. With rising plumes of energy that can lift you to new heights, streams of red-hot lava that cascade into underground pools, and adorable pixel art, Pieces fulfills in ways most unexpected.

GrideGride is an arcade-style action game in which the objective is to apply and remove abilities to an always-moving little pink sedan at just the right moments to make it as far as you can along the never-ending terrain. It was good enough to take 3rd place in our 5th game design competition, and it earned the coveted Viral award by receiving more than one million views more than the next most played game!

Super Energy ApocalypseSuper Energy Apocalypse, 2nd place prize winner in our 5th game design competition, plays a bit like a tower defense game, in that most of the time is spent getting ready for the next wave, and the player is offered no control over the targeting of the enemies. Planning for the battle is the critical strategic element, rather than the battle itself. The zombies come out only at night, so use the daylight wisely!

The Last CanopyA good shoot'em-up is like a symphony. The enemies are the musicians, the bullets the notes. And the player is the soloist at center stage, riffing a melody over the chaos, flirting with death, performing miracles. The Last Canopy is a landmark Flash manic shoot'em-up that feels dramatic and entertaining from beginning to end, which is a testament to the level of detail and professionalism that Easy Only! Games is capable of.

Our 5th competition today comes to a close and we are here to honor all of the games that were entered, as well as award a few prizes, too. The "upgrade" theme was not an easy challenge, and several game designers rose to the occasion and delivered some of the most compelling and promising games we've seen in a CGDC yet.

CGDC5: Audience AwardTotal from voting... $437.34!
Not quite the level of support we've seen in previous competitions. Our sincerest thanks to everyone who voted and for your kind support of these competitions!

CGDC5 Finalists are up!Finally, the moment we've been waiting for, the day all the finalists into our 5th Casual Gameplay Design Competition are now available to play! The extension of the deadline was well worth the wait as we now have 21 solid entries for you to enjoy. Don't forget to leave your kind feedback and constructive criticism for the game designers.

The deadline for CGDC5 has come and gone, and the entries are in. Looking over the 25 entries we have so far, although impressed, we think we could be a bit more impressed. Some of the entries need a couple more coats of polish, and many of you wished you had more time to finish up and get your entries in. The judges and sponsors have talked it over, and we have decided to allow a bit more development time by extending the competition deadline by almost 2 weeks.

Jig Easy, SamMoving is quite a hassle. There's no easy way to go about it, no matter how much manpower is on your side. Getting everything into boxes and into a waiting truck takes hours, and who knows how much stuff you might break. In Jig Easy, Sam, you've got about eight minutes to move out, but thankfully you have the miracle of ball physics to aid you in your quest.


Tags: blog cgdc5 competition update

Today is the day! The deadline for our 5th Casual Gameplay Design Competition! It's time to finish up those games and send your entry in to us before midnight tonight. Even if you have previously filled out an entry form, we still need your game SWF for judging purposes, so don't delay!

StrandedIn Stranded, you play as a castaway turned fisherman on an almost deserted island. Gather fish by throwing rocks at them, and the natives will reward you with experience to boost your abilities. The timing and soothing music make it a very Zen experience, one that may keep you playing even after you beat it.

KoogelThe theme of Casual Gameplay Competition #4 was "ball physics", and you can tell that Monsterkodi was taking it seriously. So very, very seriously. You see, in Koogel, you're using six medium-sized balls to indirectly manipulate a bevy of smaller balls, in order to light up a collection of even smaller balls. This all takes place on the surface of one huge ball, displayed on a screen you are watching with your eye-balls.

Mr. MothballMr. MothBall is a classic piece of platforming action: using the arrow keys, roll the hero through each of 21 levels collecting as many points as possible before hitting the exit. As the game progresses, new elements such as gates, switches and push-able blocks are introduced. Its lovable style, finite length and gradually increasing difficulty will persuade most to play it right through to the end.

The Perfect ShotThe Perfect Shot is an action game of skill and finesse created for our 4th game design competition. To play through each of the game's 20 levels, just throw the ball to the goal. It's a ball-tossing game that uses a bit of gestural input to give this entry a bit of english over the others in the field. The result is a game that is well-polished a lot of fun to play.

RollYou're put in control of a medium-sized yellow ball with a mission: destroy the enemy red orbs! Click the mouse to launch the yellow ball in the direction of the pointer, holding the button down for more power. Use the yellow ball like a cue ball to knock the red balls into spikes or holes. There's a timer, so be fast, but be careful too, as you are just as susceptible to the dangers as the red balls! Ice and conveyor belts add another layer of complexity, in ways that are both helpful and hindering.

Sky BlocsWhy play a game of dominoes when you can line them up and watch them knock each other down? Developer Tom Methven may have been in that exact frame of mind when he created the puzzle game Sky Blocs, the lovechild of youthful domino play and The Incredible Machine. Each level presents you with a starting block (bloc?) and an inventory of pieces to the left-hand side of the screen.

Fluke BallThe goal of Fluke Ball is to throw objects into the mysterious waves of force surrounding the office microwave, and knock out your opponent's objects when necessary. It's essentially shuffleboard, but sideways and with gravity. It sounds complicated, and it is at first, but it feels instinctive after some experimentation. And once you break through the layer of initial confusion, you'll have an whole miniature world of strange physics to explore.

Angular MomentumIn Angular Momentum players are plunged into what looks like a futuristic ant farm and must guide the requisite ball through a series of chambers to the exit. The levels boast twisty, up and down landscapes worthy of Sonic the Hedgehog; tools such as speed boosts and jump platforms will help you reach the exits, but beware of the eeeevil orange panels that will send you back to the start.

BallroomsAn entry from Dom Camus (The Turtles of Time) into our 4th Casual Gameplay Design Competition, Ballrooms plays more or less like a standard table-top pinball game with an added element of exploration. It's sort of a pinball adventure game where you earn points, grab power-ups, and travel between boards via a network of warp holes. The end result is a pinball universe that's as much flipper pounding as it is exploration.


Tags: blog cgdc5 competition update

With only 2 weeks left before the deadline for our 5th Casual Gameplay Design Competition, it's getting down to the wire. With more cash and prizes (over $10,000) up for grabs than any of our competitions to-date, along with a supporting $10,000 advertising campaign via MochiAds from Mochi Media, there has never before been a better time to enter a CGDC than now!

KaichouA great, terrible man once said: "Your flower power is no match for my glower power." That man's name was Charles Montgomery Burns, and he clearly never played Kaichou. The brainchild of Ali Maunder and finalist of our 4th Casual Gameplay Design Competition, Kaichou is an and beautiful abstract shooter where you have to break down bouncing glower with flowery projectiles.

Entropic SpaceIn Entropic Space, no one can hear you smash planets together. It's true, sound does not travel in space, but what does travel are "fun-waves", those mysterious quanta of play that science is just beginning to understand. A submission to our 4th Casual Gameplay competition from Studio Cypher, Entropic Space has you pilot an mega-scale space pod that can bump planets into each other, engineering parsec after parsec into entropy.

BalloniusControl a ship in a miniature-yet-epic battle against undulating bubbles and their mindless minions. Weave in and out of the bubbles in a race against the clock, dodging drones and collecting enough energy to move on to the next stage. Another excellent and original game design entered into our 4th Casual Gameplay Design Competition.

RmvbllsRmvblls is a goal-based action game in which the objective is to remove the required number of balls from play. It represents designer Eduardo Omine's first entry into one of our competitions, and hopefully not the last! The CGDC4 Ball Physics theme is implemented in a fairly straightforward manner, with four kinds of balls bouncing around the screen like they're on a pocketless pool table.

Save the PlanetSave The Planet is a simple shooter in which you aim with your mouse, and fire by holding the left mouse button and releasing after charging the shot. Use the gravity of the titular planet, as well as that of the attacking aliens and even your own prior shots, to defeat the endless waves of attackers. Keep in mind that you're more likely than not to cause your own destruction by shooting the planet you're trying to defend. Oops.


Tags: blog cgdc5 competition update

We are pleased to report that the competition buttons are now ready. Since each button needs to be customized specifically for your entry, they will be handed out individually and upon request. We need to know a few things from each of you as part of your entry, so we have set up a CGDC5 Entry Form for you to both provide us with your entry information as well as to request your buttons.

Chap Hai - Way Of The DragonComing out of Wildsnake Software, from the chilled steppes of Russia, comes an entry into our 4th Casual Gameplay competition: Chap Hai - Way Of The Dragon. But what is the "Way Of The Dragon"? Does it involve superhuman martial arts, or maybe a method of braising reptile meat? Actually, it involves flicking marbles at each other. It's Zen baby.

Day of the BobtedsRob Allen continues to impress with Day of the Bobteds, a game in which you must obliterate all of the Bobteds to save the Kingdom of Implements from their menace. What exactly are Bobteds? Ah, if only it were that simple. Bobteds can take the forms of a number of different Earth-objects: barbecue grills, stars, %s, even spinning LOLs!

Particle BlasterOne of the entries to our 4th game design competition, Particle Blaster is a simple yet intense space shooter. You play as a small, triangular space ship whose only goal is to destroy everything that moves. Although it starts easy, you'll be hard pressed to make it through all 14 levels, let alone obtain the coveted A ranking.

Factory BallsFactory Balls was for me the most immediately appealing entry of JIG's Casual Gameplay Design Competition #4. Maybe it was the elegance of the core concept and the out-of-the-box thinking it provokes; maybe it was the simple awesomeness of making ball-people with rabbit ears. Either way, Factory Balls is a great, albeit short, game that displays the clean design and quirky sensibility that I've come to love in Bart's work.


Tags: blog cgdc5 competition update

Just a quick reminder that we are just a few weeks into the design and development period for Casual Gameplay Design Competition #5, and there is still plenty of time to come up with an idea and to get your game design underway that incorporates the theme: UPGRADE. Up for grabs are prizes worth over $10,000, and the deadline is March 16th.

Bug Bug in Sky TowerImagine the wandering ball of Within A Deep Forest encased in metal and set loose in your browser, and tell me you don't want to get into that Sky Tower. Bug Bug is the latest game to be released from Aqui Griffin's studio, a re-release of a game entered into our "ball physics" game competition in October with crucial improvements.

Space Kitteh (aka Space Kitty)Space Kitteh is a unique action game created by Zach Archer and Miles Johnson for our fourth Casual Gameplay Design Competition. Run around planets bouncing around in space as you search for lost kittens in distress. As you leap about, gravity toys with your momentum in strange ways. It's a great-looking game with just enough wackiness (saving kitties from planets?) to make it a winner.

Balancing ActAs the name suggests, Balancing Act requires you to keep a number of balls (and other ball-ish things) balanced on top of each other. Click on a ball and drag your mouse to rotate it, but remember that each action has an equal and opposite reaction! The stylish and humorous presentation and simple control system are to be particularly commended in this worthy game design competition finalist.

Bisection DominionFor our 4th Casual Gameplay Design Competition, Brazilian game author Guilherme Töws has tapped the philosophy of yin and yang to bring us Bisection Dominion. Your charge is to defend a pristine river against a falling tide of poisonous bubbles, using a sword controlled by your gestural input. We often talk about the zen of gaming, but rarely does a game embrace the idea so whole-heartedly.

OsmosisSheeeeeep!!! Hyper cute (and fuzzy) critters star in Phillip Reagan's Osmosis, an entry to our 4th Casual Gameplay Design Competition. The object of Osmosis is to guide one or more sheep-type "balls" through each stage by drawing symbols that change gravity, friction, or make the sheep move. It blends action and puzzle elements into a webtoy-like atmosphere that's as inviting as it is entertaining.

Flash Game Design Competition #5!We are pleased to announce our 5th Casual Gameplay Design Competition! Up for grabs are more prizes than ever before: over $10,000 in cash and prizes, including Adobe CS3 Professional licenses and the opportunity to have your Flash game appear on other platforms! We're kick-starting the new year with our biggest competition yet, and you can help make it our BEST ever! (Deadline: March 16, 2008)

ContourContour is a clever re-imagining of Marble Madness by Sean Hawkes, creator of several games entered into previous competitions such as Orbit and Clack. An isometric grid is placed over the playing field that holds a ball and a white exit square. Click on individual tiles to raise the ground from that point, causing the marble to roll downhill. The goal is to move the marble to the exit tile by raising and lowering the floor, a feat that requires both intelligent planning and fast clicking.

Ballistic WarsBallistic Wars is a fast-paced, turn-based strategy puzzle game from our 4th game design competition that earned it the third place prize. Work your way through 15 challenging levels against a mad professor bent on blowing up, well, just about everything. Simply click on your "troops", represented by camouflaged balls of varying sizes and special abilities, to launch attacks against the opposing forces.

Absolute Awesome Ball GameThe aptly named Absolute Awesome Ball Game is truly awesome because it manages to capture the thrill of discovery that we look for from pinball games and delivers that in an addictive, unique and appealing package. The game requires a bit of patience and perseverance before seeing any visible progress, but those that stick with it are in for a very pleasant and enjoyable ride.

The Tall StumpIt's got action. It's got puzzles. It's got zany... everything. The Tall Stump is an action platformer that feels like an adventure game laced with short puzzles. As you travel through the game you find strange items and learn to use them in even stranger circumstances, all in the name of working your way deeper into the stump. An exceptional game that won best of show in our 4th Casual Gameplay Design Competition, and now follows-up that achievement with being the top platform game in the Best of 2007.

Four times we have made a call for entries to a competition that celebrates and rewards excellence in casual gameplay, and four times we have been, ourselves, rewarded by the Flash game development community and the exceptional level of quality within the entries submitted. Choosing a small group to represent the best of those submitted, whether for the selection of finalists or for the top awards, is not an easy task. We wish we could reward everyone who submits an entry, but for every competition there must be a winner.

CGDC4: Audience AwardTotal from voting... $652.89!
Wooty! We have exceeded the donations record set by CGDC #3!!! Thanks to everyone who voted. Thank you for your kind support of these competitions.


Tags: blog cgdc4 competition update

Since beginning the Casual Gameplay Design Competitions in August, 2006, each competition has presented us with an impressive collection of entries, as well as a few challenges to deal with, too. This time the unprecedented number of entries received was unexpected, which has forced us to take steps to reduce that number to facilitate the next two stages: community voting towards the Audience Award prize, and the final round of judging to determine the winners of the competition.

CGDC4: NightmareThe penultimate entry(!) to the 4th Casual Gameplay Design Competition is from wonderwhy-er of Latvia. Please welcome wonderwhy-er with your kind feedback and constructive criticism in the comments. Nightmare is an action game of fighting monsters with your bare hands. The "ball physics" theme has been implemented within the underlying game engine rather than in the gameplay itself.

CGDC4: UFootballThe next entry to the 4th Casual Gameplay Design Competition is from Luís Lampreia of Portugal. Please welcome Luís with your kind feedback and constructive criticism in the comments. UFootball is a single-player game of soccer ("football" to most everyone else) that implements the "ball physics" theme well within the ball-based gameplay.

CGDC4: Two BallThe next entry to the 4th Casual Gameplay Design Competition is from Jerry Liu and Charles Zinn from Ontario (Canada). Please provide your kind feedback for Jerry and Charles in the comments. Two Ball is an open-ended action game in which the objective is to hit the grey ball with the orange swirl ball using the mouse. Alternative control methods are also available. The "ball physics" theme is represented well within the gameplay.

CGDC4: BounceThe next entry to the 4th Casual Gameplay Design Competition is from Daniel Vandali of Australia. Bounce is an arcade-style action game in which the "ball physics" theme is well represented by the ball objects in play. The objective is to activate all orange balls in play by knocking into them. Your means of control is a grappling hook, and a few different power-ups to aid you. Avoid the walls.

CGDC4: Bubbles 2The next entry up is from Manuel Fallmann of Austria. If you're a regular visitor here, then it's likely you have played a variety of Manuel's games before. Bubbles 2 is an arcade-style action game of collection and avoidance that incorporates a bit of "ball physics" within the bubbles themselves. Please leave your kind feedback and constructive criticism for Manuel in the comments.

CGDC4: Mathematigolf: The CGDC OpenThe next entry to the 4th Casual Gameplay Design Competition is from David Beers of California (US). Mathematigolf: The CGDC Open is a golf game that includes 3 courses of 10 holes each with terrain that affect "ball physics" in unique ways not usually seen in golf games. Please leave your kind feedback for David in the comments.

CGDC4: Explode Ball for High ScoreThe next entry to the 4th Casual Gameplay Design Competition is from Ian Barber and Ben Gray of the UK, and it is their first competition with us. Explode Ball for High Score is an aptly named action game based on a very simple idea and in which the "ball physics" theme is represented well within the gameplay.

The next entry is from Matt Slaybaugh of Delaware (US), and this is Matt's 3rd competition with us. Jig Easy, Sam is an action game of bouncing household products falling from an apartment complex into a moving truck by strategically placing various items that act as bumpers. The "ball physics" theme is represented by stuffing every item and bumper into a plastic bubble.

CGDC4: LynzThe next entry (number 32 in case you're keeping track) is from Eric Whitmire of North Carolina (US). It is Eric's first competition with us, so please give him a warm welcome. Lynz is an action puzzle game with drawing-based gameplay that encompasses the "ball physics" theme. Please provide your kind feedback and constructive criticism for Eric in the comments.

CGDC4: Break IntoJust past the half-way point, the next entry to the 4th Casual Gameplay Design Competition is from Derek Brandao of Washington (US). Break Into is an action arcade-style game in which you must hit balls into a goal to move on to the next level. The "ball physics" theme in this game is a straightforward implementation with a Gimme Friction Baby twist.

CGDC4: DeconThe next entry is another game that comes from Texas (US), this time from Kevin Mintmier and Mutizwa Chirunga representing LTD (Living the Dream) Studios. Decon is a game of chain reactions with a unique twist that implements the "ball physics" theme. Please give Kevin and Mutizwa a warm JIG welcome by providing the valuable feedback and constructive criticism that you do so well in the comments.

CGDC4: Heavy Metal Goreblood Extreme of Death 800XThe next entry up is from Martin Jonasson of Sweden. And while this is Martin's first competition with us, you may have seen some of his games before here on JIG. Goreblood, for short, is a projectile shooting game in a classic 'defend your castle' setting, except it's a brain you are defending from a horde of zombie nuns.

CGDC4: Spin BallThe next entry up is from Rey Gazu of Argentina. Rey has also participated in our previous competitions with the prize-winning Cyberpunk from CGDC #1, and the remarkable Time Raider from CGDC #3. Spin Ball is a unique arcade style "game" of swinging a spinning ball around to destroy various enemies that differ in their weakness. The rest is for you to discover.

CGDC4: JayIsAdventureThe next entry is a game from a team of developers, three representing Stimunation Games and a couple others from the Flashkit Games forums. JayIsAdventure is an old-school style graphic adventure game with a creative interpretation of the "ball physics" theme. I will say no more than that, the rest is up to you to discover and comment freely about.

CGDC4: JaboThe next entry comes from Russia (with love) by another two-person creative team: Eugene Karataev (Flash developer) and Artem Popov (artist). Jabo is an acronym for "Jump And Ball Operation" and it somewhat describes the basic premise of Eugene's and Artem's action game starring a frog with a very long tongue. Use the frog's tongue as a grappling hook to propel yourself towards the shining star. The rest is up to you.

CGDC4: Asteroid PilotThe next entry into our 4th Casual Gameplay Design Competition is an entry from another newcomer to our competitions, this one from Sebastian Mayer of Germany. Asteroid Pilot is an arcade driving, or piloting, game in which "ball physics" have been implemented as part of the design of the player-controlled spaceship. I'll leave the rest up to you to discover and discuss in the comments.

CGDC4: BackfireThe next entry up is from David Durham of the UK. You may remember David from previous games featured here, the adorable Gear Puzzle from our first competition, and the exceptional Timebot game from our "replay" competition. In Backfire, David delivers an action-based arcade style game with "ball physics" integral to the gameplay. Please post your kind feedback and constructive criticisms in the comments for David.

CGDC4: Moon DusterThe next entry into our 4th Casual Gameplay Design Competition is from Jorge Goyco of Texas (US), and this is also his first competition with us. Moon Duster implements different gravitational forces as the basis of its "ball physics" in another game based on a simple idea. Please provide Jorge a generous serving of your kind feedback and constructive criticisms in the comments.

CGDC4: Brownie MotionThe next entry is from Lopsidation of Maryland (US). A long-time JIG visitor, this is Lopsidation's first CGDC, so please give him a warm welcome with your feedback in the comments. Brownie Motion implements "ball physics" in a game based on a very simple idea that demonstrates a more complex one, too (Brownian motion). Simple to understand, and yet difficult to master. See for yourself.

CGDC4: Roped!The next entry is from Damir Srpèiè of Slovenia. You might remember Damir from our first competition with his popular and creative entry, Personal Universe. Roped! implements "ball physics" as well as 'rope physics' in this unique puzzle game that also includes and integrated level editor and save feature.

CGDC4: Event HorizonHopefully 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 SequelReplay 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.

ParacaidasParacaidas ("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 GoalRobot 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.

Music DodgeFitting 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.

ParleyParley 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).

The Turtles of TimeA 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.

YalpeyalperYalpeyalper 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.

A Bark in the DarkHopefully 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 PilotSpace 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 OppressionSpeck 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.

Super Earth Defense Game!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.

KarmaKarma 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.

TimebotTimebot 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!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.

Time RaiderIntriguing, 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!

JIGorbitJIGorbit 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.

Flash Game Design Competition #4!Together with Sierra Online, we are pleased to announce our 4th Casual Gameplay Design Competition at Jayisgames.com! Up for grabs are more prizes than ever before: over $6000 in cash and prizes, including Adobe CS3 Professional licenses and a Nintendo Wii! Our thanks to Sierra Online, Free World Group, Armor Games, Arcade Town, Adobe and Nitrome for helping us bring to you our biggest competition yet! Update: Entries are all in!!!

ReMazeReMaze 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!

RerunAnother 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.

Gimme Friction BabyIt 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.

It is difficult enough to design a game that is fun to play; harder still to design one that keeps a player coming back to it again and again. It seems that so many games today are one-off, disposable experiences offering little reason for a replay. When we chose the word "replay" for the theme of this competition, we were looking forward to seeing games with excellent replay value...

We have been working hard these last several weeks to bring you even more opportunities to show off your game design talent and to win fabulous prizes. And before we release the results of the 3rd Casual Gameplay Design Competition, we would like to take this opportunity to announce some exciting news.

Flash Game Design Competition #3!We have gone and done it again! After rounding up support from Adobe, Arcade Town, and Nitrome, we are pleased to announce our 3rd Flash Game Design Competition at Jayisgames.com, and you are invited to participate! Up for grabs is over $3000 in cash and prizes, including Adobe CS3 Professional licenses! We look forward to seeing more creative and original entries as we have seen with our past competitions. Update: Entries are all in!!!

Grow the RobotDr. 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 TreeNOBuzzle 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?

Jelly FusionOK, 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!

Grow WordI 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 VineFrog 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!

enQbateAqui 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.

OrbitYou 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 BabblersTower 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.

PLANnedIt 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-l