Bucketball is a brand-new physics-based game from Arseniy Desrosiers and Florian Himsl. If you've already guessed that the general thrust of the gameplay has something to do with "buckets" and "balls," then congratulations, your amazing brain is way ahead of the curve. It's a simple idea game of skill, but to complete the game is anything but simple.
There is something about Sid Woo's Bounceroid 2000 that makes it so completely JIG-like. Elegantly simple in design, modern, stylish and enjoyable.Bouncing balls against paddles have come a long way, and gone through all sorts of fancy incarnations. This game is back to the basics and has an original take that makes it unique.
In his ongoing, mad quest to give us all nightmares about geometry, Tonypa has unleashed Cobacoli upon the world. It sounds like a deadly bacteria, but no, it's an elegant puzzle game based around 2-dimensional ball physics, although in many ways it qualifies as an infectious disease. Symptoms include intense concentration, swearing, and the inability to pry your hand away from your mouse. Updates include a level select screen and better high score memory.
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.
In his ongoing, mad quest to give us all nightmares about geometry, Tonypa has unleashed Cobacoli upon the world. It sounds like a deadly bacteria, but no, it's an elegant puzzle game based around 2-dimensional ball physics, although in many ways it qualifies as an infectious disease. Symptoms include intense concentration, swearing, and the inability to pry your hand away from your mouse.
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!
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.
The 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.
The 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.
The 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.
The 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.
The 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.
The 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.
The 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 (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.
Just 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.
The 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.
The 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.
The 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.
The 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.
The 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.
The 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.
The 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.
The 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.
The 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.
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.
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.