The Opposite Experience

Clicking and holding down on the left mouse button accelerates the speed of the worm. The objective of the game is to guide the worm to eat other micro-organisms and evolve. Eating cells increases length, however there are two special cells: one increases mouth size temporarily and the other evolves body segments. While many of these micro-organisms are defenceless, there are certain types of multicellular organisms that will attack the worm. To defeat these enemies, the player must guide the worm to eat the glowing cells that make up the bodies of the enemies.



Now that we’re on the subject of flash games, try playing flOw – a game experience that is the polar opposite of Robokill’s frenetic deathscape. The primary creator is a genuinely interesting guy, the music is soothing, the art is euphoric, and the game itself plays like a dream. Join the (hundreds of) thousands who flOw in their browsers instead of working!


Old-School Pwnage is Back

Ladies and gentlemen of the gaming public, I give you Robokill – current king of the Flash Games.

You are a sophisticated robot killing machine, daringly inserted into the Titan Prime orbital station. Titan Prime is overrun by evil robots.

Kill the evil robots.

All evil robots must die. The screen fills with flashing blaster fire and epileptically intense storm-flashes of evil robots expoding. Best of all, evil robots drop cash when they frag – so you can buy bigger, badder gunz for your robots of destruction. My personal favourite, once I reached level 30, was the mighty heavy laser.

Yes, I paid the $10 to unlock the other two levels. This game is simple and very well designed – it’s the luxury potato chip of flash games. Once you start killing evil robots, you can’t stop. The gameplay is a pleasure – it’s retro blasting action, like 1995 all over again.

Only in 1995, it would have cost $35 and not played in browser . . .

Playing With Your Balls

More nifty independent browser games! Once again, I must thank Penny Arcade for pointing these out. The 4th Annual Casual Games Design Competition was held a while back, and you can check out all the submissions. This year’s theme was Ball Physics, and the three games judged to have pulled it off best were: 

3rd PlaceBallistic Wars Draws strong inspiration from Advance Wars. Use your balls (units) to strike enemy units and deal damage. Some units have special abilities, and there are also environmental hazards to be avoided and exploited. Give it a try!  

2nd PlaceAbsolute Awesome Ball Game Sort of a coked-up version of pinball. I confess that I wasn’t exactly sure of what I was doing, but I like pinball and found the play to be fast and fun, if not quite as transparent as I’d like. Check it out!  

1st PlaceThe Tall Stump This platformer tells the age-old tale of a man’s quest for vengeance against the evil wizard who turned his girlfriend into a pink box. TTS features a save system that allows the game to be played over several sessions. Play it!

I’d like to wind up by totally ripping off Tycho’s musings, in the hopes of encouraging some discussion. All three of these titles offer significant innovation, creativity and (most importantly) entertainment. So what makes them – or any other game – “casual”? Do you define a casual game by its audience, its method of distribution/play (browser vs. console/PC games), its developer or its content? Should the term even exist?