Chain Factor requires you to drop tiles with numbers on them. If the number matches how many are in a row or column group, they disappear. It’s a lot harder than it looks.
Also look for Drop7 for your iThingy or Android phone.
I would like to say a few words on video walkthroughs for Flash Games.
Censored, then: Stupid Idea.
I am well aware that the majority of the witless horde out there are too cretinous and illiterate to actually read let alone have the capacity to think without soiling themselves from the strain. They want someone to show them how to complete the puzzle, or better still walk them through the entire thing so they can preen about their diminished achievement.
So much for the supporters of video walkthroughs. Why the vitriol?
Streaming video is too slow
There is nothing worse than clicking “walkthrough” and having to wait for some wunderkind’sprecious video to first load the player, then precache the first three seconds, then fetch the next one second, and the next, and the next… assuming the server doesn’t cack itself. In short: That five minute vidcap takes far longer to run than you think.
I just want to know about this, I’ve already done all that
This then is my beef. At one point close to the end in a point-and-click adventure game, I was stymied, and found myself irritably sitting through almost the entirety of a video before it actually got to the place I was stuck.
With a set of static images, helpful Javascript and some text, I could just jump straight to the problem point and back.
I’m a freak. I read instructions, and understand them.
Which reminds me:
Video walkthroughs destroy the sense of discovery
If you watch one part of the walkthrough, what’s to stop someone watching the whole thing? Part of the fun in a game is the discovering of new things, making the connection. But that’s too haaaard for the modern moron; just do what that guy in the video does. Yay. You’ve won the game… by aping someone else.
When I’m stuck, I want immediate help, not a whirling throbber and grainy YouTube footage. Screw modern technology. Let’s have… what are those things… oh yeah. Web pages.
Leave online video for the cam whores and cute kittens falling off Roombas.
I’ve been poking around at the NetHack types of adventure games, where everything is randomised - including you.
NetHack is deep: in your first game, you will die quickly, and come back worrying about how to survive. You will learn, eventually, and move onto higher concerns. You will stop worrying about your score, and start considering questions of optimality, efficiency, and elegance. You will consult tables and guides in search of an edge because everyone knows the best way to have fun in a game is to take 20 until you beat an impossible DC, rather than try to actually succeed at something hard yet possible. You may dive into the very source code, looking to explain that one-in-a-thousand shot you just pulled off. You will probably learn some C, and possibly get into heated debates about the merits of pseudorandom number generators, expected returns, inconsistencies between competing mythologies, and the ethics of exploiting bugs.
Hack Slash Crawl is less complex - it’s a game where you score points (mana pearls) by exploring a randomly generated isometric maze and killing enemies. Just point and click to move, fight, collect, and pick and choose which bits you’ll keep for later and which bits are going to be sold for profit (and high scores.)
There are some problems. For instance, if you have a ring which gives you a healing spell, armor that gives you a healing spell, and a helmet that gives you a healing spell, you’ll find three of your spell slots are filled with healing spells. That’s a bit annoying. Also, the enemies are never identified; there doesn’t appear to be a bestiary telling you what you’re fighting or about to fight.
At the same time, it’s a nice bit of fun, letting you fret over whether or not to simply charge in, or try to draw out the enemies one by one, or maybe sneak around them. Also, in the times I played, the mazes were always logically designed - no dead end corridors, and every monster waits patiently in a room - until you get too close.
If NetHack variants scare you, Hack Slash Crawl is a stripped-down no-frills version that will probably appeal.
The long-awaited sequel to one of my favourite games!
The game is a physics/pachinko/bagatelle one: you drop a squishy blue cat into the obstacles, trying to eat enough sushi to reach the next level. As you nom away, your cat grows bigger, making it difficult but amusingly cute to ooze through some spaces. Special pieces give you temporary powerups. And in Sushi Cat 2, there are golden sushi to unlock bonus costumes.
The powerups here are not as annoying as some of the ones in the previous games, and I found myself enjoying it immensely. Go ahead.
After all, you’ve gotta love a cat whose answer to problems is “eat more sushi”!
(This is actually a repost from 2010, but it’s still relevant.)
I would like to say a few words on video walkthroughs for Flash Games.
Censored, then: Stupid Idea.
I am well aware that the majority of the witless horde out there are too cretinous and illiterate to actually read let alone have the capacity to think without soiling themselves from the strain. They want someone to show them how to complete the puzzle, or better still walk them through the entire thing so they can preen about their diminished achievement.
So much for the supporters of video walkthroughs. Why the vitriol?
Streaming video is too slow
There is nothing worse than clicking “walkthrough” and having to wait for some wunderkind’sprecious video to first load the player, then precache the first three seconds, then fetch the next one second, and the next, and the next… assuming the server doesn’t cack itself. In short: That five minute vidcap takes far longer to run than you think.
I just want to know about this, I’ve already done all that
This then is my beef. At one point close to the end in a point-and-click adventure game, I was stymied, and found myself irritably sitting through almost the entirety of a video before it actually got to the place I was stuck.
With a set of static images, helpful Javascript and some text, I could just jump straight to the problem point and back.
I’m a freak. I read instructions, and understand them.
Which reminds me:
Video walkthroughs destroy the sense of discovery
If you watch one part of the walkthrough, what’s to stop someone watching the whole thing? Part of the fun in a game is the discovering of new things, making the connection. But that’s too haaaard for the modern moron; just do what that guy in the video does. Yay. You’ve won the game… by aping someone else.
When I’m stuck, I want immediate help, not a whirling throbber and grainy YouTube footage. Screw modern technology. Let’s have… what are those things… oh yeah. Web pages.
Leave online video for the cam whores and cute kittens falling off Roombas.
Sky Island is a platform game where you have to rotate the playfield in order to complete each level. By rotating it, you make areas accessible, collect all the stars, and sometimes all the coins.
There are other aspects: special star stones have to be found and stood on to remove blocks, monsters have to be tricked into standing on moon stones to release stars, and of course there’s the question of just how you’re supposed to progress, or at least timing a jump and rotate in midair.
I rather like it, and I can’t help but feel it shares a similar mechanic to Fez, which I posted about last week. So it’ll tide you over until Polytron release their damn thing.
Note: This Flash might be constrained by some Tumblr themes.
BEST THING EVER :O
CLICK THE SQUARES.

THE WHOLE WORLD NEEDS TO KNOW ABOUT THIS.
THIS THIS THIS THIS!
i’ve seen these things before, but they’re pretty cool, so reblog
This is the best thing ever. I’m just rebloging it so I know I can find it easy.
MUST REBLOG AGAIN.
My mind…. is officially blown
FUUUUCK
What is this amazing fockery
Fucking awesome.
“Games cost much too much money to focus on a niche market,” she said. “To survive, they need to be such a broadly popular part of entertainment culture that you would be hard-pressed to find anyone who doesn’t play games. Women represent over 50 percent of the population, tend to be in charge of household finances, and are the majority purchasers of games (when factoring in games bought by women as gifts for husbands, children, friends, etc.). To indulge a community that is actively trying to alienate this powerful market segment (not to mention gay men, casual gamers of all types and anyone new to the hobby), is suicidal.
"It’s important to listen to fans about what’s important to them, but it’s equally important to listen to people who are not currently gamers about why they aren’t playing. Hardcore gamers want a product that is made specifically for them and is actively unfriendly to anyone new. They will beg and bully to get this product and then praise and wax nostalgic over any game that lives up to their standards even if the company that made it went bankrupt. They don’t care about keeping companies in business or artists employed. Their only job as fans is to say what pleases them, and it would be foolish to expect them to think beyond that. But to cater to those desires without thinking about how to bring new audiences in and make them comfortable will ultimately result in a stagnant and money-losing industry.
"I could go on and on about this, but I’m just going to consider one example: the word ‘noob.’ If you decide to take up almost any other hobby in the world, you can find beginning classes teaching you how to do it. If you want to knit, you can go to a yarn store and meet fellow knitters who will help you get the basics. If you want to play basketball, you can join a rec center or community league at a beginner level. And generally, the people already involved in those hobbies are thrilled to have someone with whom they can share their passion. But if you want to get started as a gamer, you get told, ‘go home noob,’ because people in this hobby hate newcomers so much they turned the word itself into an insult. How are we supposed to thrive as an industry if we are actively hostile to growing our audience?”
- Jennifer Hepler (source)
I’m not sure how to comment on this truthbomb more than to say “THIS,” because—on top of being the right fucking thing to do—making a more inclusive environment for all kinds of gamers is the only logical growth strategy. Now someone tell every other game company to read this as well.
(via subitoallegra)
My boldface btw.
Maybe part of the problem is that, unlike other hobbies, games involve dominating a virtual world to a level unattainable anywhere else. The newcomer is seen as a threat to the hardcore gamer’s dominance, perhaps?

I, Player: The Puzzle of Personal Identity (MMORPGs and Virtual Communities)
1.1 The Problem
Chris and Alayne Edwards owned adjacent plots of land. Alayne liked to work in her garden; Chris performed science experiments in the main room of his house. They got into the habit of paying visits...
An interesting look into what’s going on when we say that “I did” with reference to virtual world antics. Might be tl;dr as a web page though.
Something I’m planning to do is rebrand my gaming podcast on YouTube. It started as Ecclescraft, focussing on Minecraft adventures, but over time it’s been broadening to other games.
I think it’s time that Ecclescraft became Eccles vs. Games - and that means a new intro sequence. In this case, Eccles with a game controller, probably losing at various different sorts of games (most likely basic Flash ones.) The TV will be used as a “green screen” overlay.
I’m unsure if I’ll bother with custom skins for Eccles’ facial tics, or paste something on. The intention is to pose that mannequin next to Cippy, snap a shot, move it again, and so on.

All aboard the snekbus