A lesson in escaping... mass, mind, memory and me... A mind-wrangling first-person puzzle game. ...As I Drift Away... is an entry into our 10th Casual Gameplay Design Competition, with the theme of "Escape". Overall, it is a gorgeously mysterious little game, and one you won't want to drift from until you've solved the final puzzle.
A door, firmly locked. But have you got what it takes to escape? 40 times... 40xEscape is an entry into our 10th Casual Gameplay Design Competition, with the theme of "Escape", that placed 5th by our community of judges. It is what it is: a quality time-waster from a quality designer, and a CGDC #10 crowd-pleaser as all of Barts games tend to be.
As an investigation goes horribly wrong, William and Thomas must run for their lives. This CGDC #10 fourth-place finishing entry is a classic style point-and-click adventure game. Escape through the mansion before the monster catches up to you. Can you help the investigators escape before it's too late?
There has been a crucial time fault. But you can escape the cycle. The Freewill Cycle: Volume II is an entry into our 10th Casual Gameplay Design Competition, with the theme of "Escape", and our community of judges awarded it with the 3rd place prize. It is the kind of innovative game we at JiG hope for when running these competitions, and it well deserves its place near the top of the rankings.
This Is Not An Escape approaches CGDC 10's "Escape" theme in a way both novel and familiar, and it makes for a mind-twist of an experience. Clearly this entry was a labor of love for its creator, and the result is something well worth watching, and well worth playing. This is Not an Escape is an entry into our 10th Casual Gameplay Design Competition, with the theme of "Escape", and our community of judges awarded it with the 2nd place prize.
You are stuck inside a nightmare dream. Something lurks in the darkness... Something in the depths of your own mind wants to pull you even deeper. Someone will escape this dream for sure. The question is - who is that going to be? Deep Sleep is an entry into our 10th Casual Gameplay Design Competition, with the theme of "Escape", and our community of judges awarded it with the 1st place prize.
You're a typical nerd. And yet you have somehow managed to avoid getting shoved into a locker... until now. Stepping in to defend a new student from a bully, you quickly find yourself trapped. Can you escape? Locker Escape is an entry into our 10th Casual Gameplay Design Competition, with the theme of "Escape".
An escape the room game where you're not the only person who wants to escape. Interlock is an entry into our 10th Casual Gameplay Design Competition, with the theme of "Escape".
Use your Mouse to point & click on the rooms. Find objects and use them to help you escape this scary subway! Risk Subway Escape is an entry into our 10th Casual Gameplay Design Competition, with the theme of "Escape".
Help the girl escape reality by meditating. The real world is sometimes amazing, but being in it all the time is often quite tiresome. Help the protagonist empty her mind by systematically preventing her thoughts from disturbing her meditation. Tao is an entry into our 10th Casual Gameplay Design Competition, with the theme of "Escape".
In a world of repression, you managed to stand out and survive the changes. It is not a safe place, but now you stand a chance to survive. Can you activate the machine in time and escape to another dimension? Train is an entry into our 10th Casual Gameplay Design Competition, with the theme of "Escape".
Escape from a treasure island as fast as you can! Click the hand pointers to move around the island locations and use the mouse to interact with objects, gather items and assemble a few of them to make useful tools. Treasure Island Escape is an entry into our 10th Casual Gameplay Design Competition, with the theme of "Escape".
Alone in a library, you find a mysterious book that quite literally draws you in. You'll have to learn every lesson it contains if you ever want to be seen again. The Grimoire is an entry into our 10th Casual Gameplay Design Competition, with the theme of "Escape".
Alone in a library, you find a mysterious book that quite literally draws you in. You'll have to learn every lesson it contains if you ever want to be seen again. The Grimoire is an entry into our 10th Casual Gameplay Design Competition, with the theme of "Escape".
Follow an ancient myth inside this pyramid, solve the puzzles and get free of this sand tomb!. Euridissey is an entry into our 10th Casual Gameplay Design Competition, with the theme of "Escape".
Breakout: This time its personal! Your friends (and some precious ores) are trapped in the over-hanging blocks, and it's up to you and your bouncing pick-axe of destruction to bust them out. Each friend you rescue grants you a power-up option to use in future levels. Watch out for stalactites though! A very familiar, but very fun entry of CGDC9.
FrankenFriend is the RPG/Visual Novel tale of Frank Von Friendenstein IV, a eccentric youth with a passion for the sciences who lives alone in his mountain castle high above the village of Frankenfriendsylvania. Though for years, his education and "unorthodox" experiments have satisfactorily taken the place of social interaction, he's found that, as of late, he's been lonely. So it is with great trepidation that he heads to the village below looking for companionship. A CGDC9 entry with excellent characterization but more than a few glitches.
Make friendz in this monstrous puzzle game that has you chaining unhappy monsterz together. Created by Jean Privat for the 9th Casual Gameplay Design Competition's theme of friends, Monsterz has a simple presentation but offers just enough challenge to really make you think.
Never in history has one man worked so hard to collect so many that cared so little as to follow him properly. But that is just all part of the challenge in this noteworthy CGDC 9 entry. Zip through the colourful levels trying to gather enough friends to proceed, while trying to keep your massive human chain from blundering into dangerous obstacles.
What makes a friend, anyway? And what do your friends mean to you? In this simple platformer by Undi that explores the theme of "Friends" for the 9th Casual Gameplay Design Competition, your goal is to get to the top of the Professional Life... even if it means dropping everyone who ever mattered to you along the way.
Point and click your way through several screens in this follow-up to Johnny Why Are you Late. Pick up items and combine them to solve puzzles as they present themselves, with the sure knowledge that somehow, these unrelated tasks will somehow coalesce into your final goal of rescuing your friends. Johnny Why 2 finished a respectable fifth place in the tight race of CGDC9, and point-and-click fans won't want to miss this one.
Crafted in the style of classic 'choose your own adventure' games, Zebulon features the exploits of a somewhat wayward space crew. The story itself is relatively simple; you're the captain of a small ship that runs regular courier missions for Asmico, a delivery and service IT company. With you are your shipwright and communication officer; your shipright Hariett is a straight-laced, by-the-book stick in the mud while Reynolds, the communication officer, is unlikely to win 'Employee of the month' anytime soon. Your choices in your interactions with them, and certain events, will determine your outcome.
Best Friends Fighter isn't so much a game as it is a whimsically well-designed online toy by Glitchy Pixel. In a nutshell, Best Friends Fighter is what its name implies it to be: a beat 'em up game. The only thing is, you don't any actual control over the characters. Heck, I'm not sure if the characters could even be called characters. Instead of beefy, steroid-infused men and leggy women, Best Friends Fighter pits robotic entities comprised out of many, many blocks with faces against one another.
Fiends is best described as an innovative puzzle game masquerading as a roguelike RPG, and worst described as an unentertaining game, though you'll find that "unentertaining" doesn't enter into the equation. As the growing circle of friends makes their way from outer space to a castle to an abandoned marketplace, they'll encounter new fiends with different counterattack ranges, set up in all sorts of arrangements to create all sorts of puzzles, leaving you thinking constantly.
OneMrBean's first place award winning entry into the 9th Casual Gameplay Design Competition is a piece of interactive narrative about remembering the things that really matter in your life, and the people who gave them to you. You play as an initially morose fellow who takes you on a personal journey through his life and his memories, and offers up a simple but touching and surprisingly heartfelt experience that is wrapped up in a beautiful package.
Ebul is an unusual "sandbox" platform game involving a crocodile pilot, his birdpal sidekick, and a blocky-looking landscape where the blocks themselves are at your command. Run, jump, and move various blocks across two-dozen levels of retro-feeling goodness in an attempt to recover items to fix your broken airplane.
What do you do when you find yourself under attack by enemy forces? You could cry, you could pray, you could break out the tambourine and try to get them to give peace a chance... or, if you're one of the mice in Nob Studio's clever puzzle/defense/strategy title, you dig up an ancient, mysterious war machine, man it with your mousey comrades, and tromp your way across fifteen levels to ultimate victory.
Cap'n Goldgrubber is retiring and giving you fourteen days to find and dig up enough treasure to live the rest of his days in comfort. Succeed and you share in the wealth. Fail and it's a one way trip off the edge of a plank. What follows is a set of orienteering puzzles. Each day takes you to a different islet with numerous buried treasures and one "secret" treasure hidden therein, and the only way to find the very expensive bonus treasures is through following lists of cryptic clues.
Not a lot can be said without spoiling the fun of playing Srdjan Susnic's entry into our CGDC#8. What you should know is that ZOO Director is a truly traditional sandbox gameplay experience. Your aim is to rise above the rank of humble Zoo Novice to claim the glorious title of Zoo Director, by creating and maintaining your very own zoo. Sounds simple, but this quirky little game quickly reveals its challenges.
Remember those choking-hazard-tastic plastic maze toys you would get as a kid, usually as a dinky prize for something? Relive those happy memories in Sand Trap, a puzzle where you rotate a box to pour the sand trapped within into a pail. It's another fine HTML5 game from Gopherwood Studios, and a runner up in our Casual Gameplay Design Competition #8.
Ah, another perfect day. Sitting on a cliff. Letting the breeze blow through your bright pink hair. Then you hear the distant rumble of some kind of black hellspawn chasing your boyfriend. Well, just put out your hand and fly away with him in [Together], One Mr. Beans's entry in our 8th Casual Gameplay Design Competition that took third place overall. It's an experimental game of exploration and heart gathering with a loose narrative threading it all [together].
Have you ever wanted to run your very own tile factory? Of course you have. But manual labour is so yesterday; these days we use electronic tiles to program our conveyor belts and other machinery into delivering our orders safely to their goals! All you have to do is puzzle out what goes where in this simple but tricky game that placed second overall in 2010's Casual Gameplay Design Competition #8.
In Submachine 4, there was a note mentioning thirty-two chambers filled with sand. Somehow, you've gotten teleported into this subterranean world. Do you need to escape? Or is there some higher purpose that's summoned you here? In addition to the obvious sand, Submachine: 32 Chambers evokes the exploration mood associated with sandbox games. There's no obvious goal at first; you need to figure that out yourself. Submachine: 32 Chambers was fully worthy of its prizes, and you won't want to miss it.
Your entire young life has been building up to this. You were born to it, your maternal line. You, Lalu, are the Usher, charged with guiding the queen's soul to the afterlife, a task of great splendor and nobility. But that doesn't change how you feel now. All you can think is that you've been raised to die. If only there were some way out. The Usher is a game of interactive fiction, an entry into our first ever interactive fiction competition, Casual Gameplay Design Competition #7. As such, you use a text parser to interact with the game.
Without even a computer to play solitaire on, it's Monday, 16:30, and time is standing still in this piece of interactive fiction. Maybe with the help of the office gnomes you can beguile your true love in the tower next door with mime and paper airplanes?
Dan Efran's title Ka, an entry in our interactive fiction and escape themed Casual Gameplay Design Competition #7, starts in decidedly close quarters, with your royal spirit crammed in next to your corpse. Most text adventures struggle to some degree with pacing, but in Ka, at least, your initial goal is clear: leave. After that? Well, you're dead. You have to come to terms with it sometime.
You're dangling from a chimney on a rooftop six stories above ground, looking for spider silk. Your brother's making sure the door to the stairs back down stays open. When he appears below you looking nonchalant, you get a deep sinking feeling. Roofed is an offbeat interactive fiction title with a clever narrative that'll leave you wanting more.
I don't suppose you've ever felt trapped at a really tedious party, wishing you could throw off the shackles of social convention and impale your host on a cocktail weenie toothpick, make a rope out of your own hair to escape out the bathroom window, beat yourself unconscious with the cheese tray--anything to avoid listening to some guy tell you another story about his golfing ability? In real life it's the opposite of entertaining, but in Party Foul, it makes for a hilarious puzzle to test all your escaping power
Enter into the experience of visualizing visualizing (whoa, meta!) in the CGDC7 award-winning interactive fiction title Dual Transform by Andrew Plotkin. Take on the role of a virtual engineer, of sorts, feeling the pressure of really making this project something to remember... something that really feels real.
Lost. In space. Alone. On a badly damaged ship. It's a bad day for anyone, and it's even worse for you since you can't remember how you got into this predicament. Fragile Shells is a clever, clean bit of interactive fiction from Stephen Granade, and a runner-up in Casual Gameplay Design Competition 7.
"Hero" is such a broad term. Don't you think, cowboy? You were just liberating that silver after all. Before you can ride off into the sunset, you'll need to get out of this jail cell. Hoosegow is a tongue-in-cheek bit of interactive fiction set in the wild west, and the proud winner of CGDC7.
Following Footsteps is a unique and oddly charming game created by Ming-Yee Iu for our recent Game Design Competition 6. While the game didn't win any prizes, it set itself apart through its creative take on the Explore theme and innovative gameplay. Follow in the footsteps of an intrepid explorer, hoping to get your grubby mitts on the gold he lost over a century ago!
Forget Beetlejuice, you're the ghost with the most! And you'll have to prove it in this strategic game if you ever want to get out of Hell. Easy to pick up but hard to put down, Hell Tour's addictive, board game style gameplay lacks polish and real punch, but is still devilishly entertaining.
Who wants to go on a treasure hunt? Everybody? That's what I thought! Then grab your green backpack and safari hat, and dive into The Fabulous Explorationsland, a new adventure game from StefanT, and one of the top entries in our sixth Casual Gameplay Design Competition!
Fantasy of the Sord is a classically styled adventure game and a finalist in our 6th Casual Gameplay Design Competition. In answer to the call of the competition, Klint Honeychurch has taken the theme of "exploration" and given us a sweet little nugget that harkens back to the early days of console gaming; a time when a flurry of pixels was as well-designed as the high-polygon count, 3D models of today.
How My Grandfather Won the War is a stunningly beautiful game that is worth a second, and even third play through. Treat it as a simple side-scroller or go deeper and explore every inch of its breathtaking cardboard world. The detail is so fantastic you can almost touch the screen and feel the rough edges of haphazardly cut items.
Bart Bonte has given us a stylishly-designed and enjoyable, bunny filled way to have a little fun and waste a little time. Clean, stylish, and polished, Full Moon is a fantastic casual gameplay experience.
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.
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.
dRive 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.
Proo, 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.
Gride 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 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!
A 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.
Moving 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.
In 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.
The 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. 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 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.
You'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.
Why 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.
The 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.
In 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.
An 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.
A 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.
In 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.
Control 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.
Rmvblls 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 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.
Coming 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.
Rob 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!
One 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 Balls may be the most immediately appealing entry of JIG's Casual Gameplay Design Competition #4. Maybe it's the elegance of the core concept and the out-of-the-box thinking it provokes; maybe it's 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.
Imagine 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 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.
As 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.
For 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.
Sheeeeeep!!! 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.
Contour 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 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.
The 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.
It'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.
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.
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