Crafting a game in under a week is hard work; making a game fun is harder still. Managing to pull off both with aplomb is by no means an easy feat, so I have to hand it to Mr. McCoy here. Every 168 hours this man graces us with another short-form game that isn't only just playable, but actually pretty fun. The game mechanics that are the crux of these two titles are solid and well designed. Admittedly the two games I'm highlighting have spheres for protagonists, but who plays indie games for sexy graphics anyways?
Wavespark is the lovechild of Excitebike/Truck and RunMan. It takes the positioning mechanic of Excitebike -- but instead of tilting a bike you merely have to land on a downwards slope -- and combines it with a satisfying sense of speed. It's a one button affair, press any key to increase your sphere's gravity. It's ultimately a test of timing and momentum. Land on a downwards slopes and you'll get a speed bonus, but land on an uphill section and you'll grind to a near-halt. It doesn't sound exciting on paper but trust me, it's an absolute blast. There's four modes of play, of which Time Attack is my favorite; the time restriction lends itself well to quick-play sessions for whenever you have a few minutes to kill. Once you get the ball rolling (Editor's Note: because putting these in somehow qualify as an excuse for a shitty joke) and get a hang of things you'll most likely get addicted to its simple yet charming gameplay. Now how about an iPhone version?
If the above sounds too Jay Is Games for your taste (which it shouldn't, you snob) Dragondot should give you a reason to break out your prosthetic Hyrulian ears. It's an action RPG that's in the vein of Game Boy Zelda titles or, say, Shining Soul for Game Boy Advance. You take control of a dragon, erm, dot and fight your way through screen after screen of enemy dots. It controls fairly well, imagine wielding a sword and Roc's Feather in LoZ and you'll have a good idea of combat. Despite the lack of innovation in the character designs the enemies have distinct movement and combat patterns. There's also a nice attention to detail; if you're savvy enough you can have enemies whack each other a la Wind Waker. The game exploits your hard-wired love of doled-out progression by having an RPG system in place that gives you extra health and the occasional attack to your solitary combo. It's pretty basic but good and stupid fun.
Both of these games aren't especially deep but are solid foundations for larger projects, should McCoy want to pursue these further. The quality of these weekly experiments have been consistently fun, so I'd keep an eye on this guy if I were you.