Chain Reactorz is a level-based puzzle game in which you control a gun at screen bottom. At various locations on the screen are "atoms," and you must "destablize" them by hitting them with your bullets. Each bullet has four prongs, at 9 degree angles from each other, and it loses one with each bounce, fading away after the fourth is lost; when it hits an atom, it sinks slowly toward the "nucleus." As it does so, you may rotate it so that the prongs point in different directions; when it reaches the nucleus, it explodes, emitting a new bullet in each direction pointed by a prong. These bullets can, of course, impact other atoms.
|Submitted by costik on Mon, 12/05/2011 - 17:52.|
Digital Harp Puzzler
|Submitted by sebastian sohn on Fri, 10/07/2011 - 00:42.|
Halcyon is an abstract, match-two puzzle game exclusively on the iPad. Color triangles traverse from left and right along sets of strings. When two triangles of the same color face the same direction, they connect and are removed. You create perpendicular paths by sliding your fingers across the touch-screen to match sets. If wrong-color triangles collide, the game is over. When you remove enough matching sets, the level is complete and you repeat the process in the next level. The audio feedback tie-in is innovative and makes Halcyona pleasure to play. When you move your fingers across the strings, it plays notes like a harp.
Halcyon is a 2011 Indiecade finalist.
Prelude of the Chambered
Doom-Like Navigational Puzzle
|Submitted by costik on Mon, 08/29/2011 - 02:29.|
It's a 3D game, but with pixellated graphics reminiscent of Doom. Movement is with the arrow keys (A and S to strafe), and space-bar is "use." The game start is a little confusing; you appear to be confined to an area with no exits, though you can see monsters moving beyond barred doorways. Facing the walls and pressing the space-bar, you eventually discover that some wall sections -- not visibly any different from others--are breakable.
Torr of Thor
NES-ish Navigational Puzzle Game
|Submitted by costik on Mon, 08/08/2011 - 04:31.|
Torr of Thor is a game that feels very much of the NES era, but with a fairly novel central mechanic: puzzle solving through changing the seasons.
You play as Thor, but you are in Midgard and your powers have been stolen by fairies. You can regain them by collecting runes, which are visible on the map, but getting to each rune is a navigational puzzle. Also on the map are fixed "stones" that, when struck by your hammer, change the season. Thus, for example, by striking a white stone, you bring on winter; this freezes whirlpools, making them navigable, but "bubbles in the water", which you can swim through in other seasons, become "thin ice," which you cannot traverse. A blue stone brings on spring, which melts ice, fills spiky pits with water to make them traversable, but turns sand into quicksand. And so on.
The Cat and the Coup
|Submitted by costik on Wed, 06/29/2011 - 23:05.|
Each level represents a stage in the career of Mohammad Mossadegh, the democratically elected prime minister of Iran who was overthrown in a CIA-orchestrated coup in 1953. Or rather, each level is a small physics puzzle in which you, as Mossadegh's cat, must do something to advance the game to the next level; the actions you take, their effect on the scene, and the response of Mossadegh is wholly unrelated to the supposed nature of the events that the scene ostensibly represents.
Tabletop, um, Wednesday: CrystalMATH Addiction
|Submitted by sebastian sohn on Wed, 06/08/2011 - 06:36.|
Tetsuya Miyamoto has done the impossible: He has made math addictive. Miyamoto believes in "The Art of Teaching Without Teaching" and created KenKen, ("wisdom squared" in Japanese), to fool children into solving unnecessary math problems. KenKen raises math abilities: Miyamoto's students enter Japan's top middle schools and dominate national math competitions. The rules are simple. As stated on kenken.com:
These Robot Hearts of Mine
Love, Loss, and Robots
|Submitted by costik on Mon, 06/06/2011 - 17:49.|
I often mock game stories, because they are so mockable: generally totally irrelevant to gameplay, and often egregiously badly written, full of thud and blunder, signifying nothing. The story in These Robot Hearts is, objectively, irrelevant to gameplay; yet it is curiously affecting, a science fictional story of love and loss, carried in thirty-one lines between each of thirty-one levels. It's a little bit of narrative triumph, really, a succinct little poem.
The game itself does not suck either; positioned in the screen are a number of gears, with hearts about them. Clicking a gear rotates it 90 degrees. A heart positioned between two gears is carried by whichever rotates first. The objective is simply to bring all hearts to an upright position, at which point they turn red, and the level completes.
Sokoban-Style Puzzles in 3D
|Submitted by costik on Wed, 06/01/2011 - 02:46.|
Puzzle Moppet is a 3D puzzle game inspired by Sokoban-style puzzles -- puzzles where you push blocks in a maze to traverse it, but cannot pull them, so solving the puzzle requires careful planning and spatial reasoning.
Adding the third dimension makes a big difference, however, since it considerably increases the complexity of possible puzzles. Additionally, new elements are added over the course of the game; ice blocks that slide infinitely until stopped by an obstacle, levitators that lift boxes up to a predefined level, elevators to allow your character (the eponymous moppet) to move between levels, and so on.
A to B
|Submitted by costik on Thu, 04/28/2011 - 16:43.|
A to B is a minimalist physics puzzler in which (as you might expect) your goal is to get something from A to B -- in this case a ball. Each level gives you one or a set of tools to place in space: walls, trampoline walls, a speed booster or reducer, and a thingie that flips the direction of gravity.
Despite the stark, empty nature of the environment, it's tricky to solve each level, but by no means brain-curdling. The one bit that seems a bit counter-intuitive is that when you start the system moving, the ball launches as if tossed up in the air -- and you have no control over direction or power. Your only means of manipulating the system is the placement of tools, which is okay, but it's not always feasible to anticipate the direction or power of the ball's initial launch. You pretty much have to do a first try to gauge this before solving.
|Submitted by costik on Tue, 04/26/2011 - 04:08.|
Suggested By:Bumpkin Brothers
The Machine is not, as you might expect, an Incredible Machine style game, despite the claim that it is "physics-based;" rather, it is a logic puzzle game. That is, there is really no opportunity for inventive solutions using Rube Goldberg-like mechanical contraptions that were not the designer's preferred solution (a specialty of Fantastic Contraption). Rather, there is a planned solution for each puzzle, and minor details of positioning will not (as they will in true physics games) defeat you.
The game is played in a square (or rather, cube) grid; you have to deliver some mixture of differently-colored and differently-sized cubes to one location in the grid. You place various items on the grid to 'fill the order,' some pre-placed by the level and some up to you to figure out how to place. You can remove and edit placements, and 'turn on' the mechanism to see what happens.