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		<title><![CDATA[Kotaku: Puzzle Games]]></title>
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			<title><![CDATA[Kotaku: Puzzle Games]]></title>
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		<description><![CDATA[Kotaku posts tagged Puzzle Games]]></description>
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			<title><![CDATA[Sunday Timewaster: the irRegular Game of Life]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Sunday Timewaster: the irRegular Game of Life" href="http://kotaku.com/hot-flashes/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">hotflashes</span></a></div -->					<div><a title="Click here to read Sunday Timewaster: the irRegular Game of Life" href="http://kotaku.com/5081257/sunday-timewaster-the-irregular-game-of-life" class="pp_image">
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				  The <i>irRegular Game of Life</i> is a weird but fun little game (by irRegular Games) based on mathematician John Horton Conway's 'Game of Life' theory.  In this iteration, you are given puzzles to solve and must set the little cells into motion to meet the goals of each level.  It's surprisingly hypnotic at times &mdash; after getting past the initial introductory levels, you watch the cells shuffle back and forth, creating a variety of patterns and interacting with each other.  There's also a sandbox mode and some other features; the regular puzzle mode was plenty fun for me.				<a href="http://kotaku.com/5081257/sunday-timewaster-the-irregular-game-of-life" title="Click here to read more about Sunday Timewaster: the irRegular Game of Life">More&nbsp;&raquo;</a>
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			<category><![CDATA[Hot flashes]]></category>
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			<pubDate><![CDATA[Sun, 09 Nov 2008 14:30:00 EST]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Sunday Timewaster: HDOS Databank request 01]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Sunday Timewaster: HDOS Databank request 01" href="http://kotaku.com/hot-flashes/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">hotflashes</span></a></div -->					<div><a title="Click here to read Sunday Timewaster: HDOS Databank request 01" href="http://kotaku.com/5068953/sunday-timewaster-hdos-databank-request-01" class="pp_image">
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				  This is a fun little remake (more or less) of the puzzle mode of <i>Tetris Attack</i>; you have a limited number of moves to swap blocks and clear the whole board.  While the early levels are pretty easy, some of the later stages get pretty complicated &mdash; all in all, not a bad little browser-based timewaster to kill some time on a Sunday.				<a href="http://kotaku.com/5068953/sunday-timewaster-hdos-databank-request-01" title="Click here to read more about Sunday Timewaster: HDOS Databank request 01">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sun, 26 Oct 2008 15:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Saturday Timewaster: Aether]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Saturday Timewaster: Aether" href="http://kotaku.com/hot-flashes/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">hotflashes</span></a></div -->					<div><a title="Click here to read Saturday Timewaster: Aether" href="http://kotaku.com/5046318/saturday-timewaster-aether" class="pp_image">
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				 We're having a slow weekend here at Kotaku: Owen is off, and I'm holed up in bed trying to stave off the flu; <i>Aether</i> made a nice respite from my headache and general feelings of 'blah.'  It's a weird little game &mdash; a little abstract and fuzzy around the edges, you control a little guy and his pet who can fly through the air with the greatest of ease, using said pet's tongue as a grappling hook/trapeze .... I actually quite enjoyed zipping through space from planet to planet, trying to solve puzzles and bring the color back to unhappy people (the core of an unhappy planet seen above).  It's not the most intuitive game ever &mdash; it did take me some time to figure out how to successfully get off the ground and into the atmosphere - and I broke out the mouse because the trackpad wasn't cutting it.  Still, it's pretty and soothing (and short) &mdash; good for a bit of time on a Saturday afternoon.				<a href="http://kotaku.com/5046318/saturday-timewaster-aether" title="Click here to read more about Saturday Timewaster: Aether">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sat, 06 Sep 2008 16:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Holiday Timewaster: Hexiom Connect]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Holiday Timewaster: Hexiom Connect" href="http://kotaku.com/hot-flashes/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">hotflashes</span></a></div -->					<div><a title="Click here to read Holiday Timewaster: Hexiom Connect" href="http://kotaku.com/5043947/holiday-timewaster-hexiom-connect" class="pp_image">
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				 <i>Hexiom Connect</i> is a pretty intuitive browser-based puzzle game; you have to rearrange hexagons on the board so that all the colored lines are connected.  There are 40 levels (and even a colorblind option, so if you can't tell the difference between red and green, never fear), so I've spent quite a chunk of time this morning clicking, clicking, clicking the minutes away.				<a href="http://kotaku.com/5043947/holiday-timewaster-hexiom-connect" title="Click here to read more about Holiday Timewaster: Hexiom Connect">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sun, 31 Aug 2008 17:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Whither Monkey Island: 'Puzzles Are For Geezers'?]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Whither Monkey Island: 'Puzzles Are For Geezers'?" href="http://kotaku.com/game-design/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">gamedesign</span></a></div -->					<div><a title="Click here to read Whither Monkey Island: 'Puzzles Are For Geezers'?" href="http://kotaku.com/5029686/whither-monkey-island-puzzles-are-for-geezers" class="pp_image">
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				  Are the ridiculous, wild goose chase puzzles of classic adventure games obsolete?  Michael Abbott at the Brainy Gamer grudgingly says they may be &mdash; "A revealing slap in the face awaits the - shall we say "veteran" - gamer who hands an old adventure game to a young gamer with a hearty recommendation and an assurance of blissful gaming in store."  The response is likely to be 'Is this supposed to be <i>fun</i>?'  Now, I know plenty of people who still remember fondly games like <i>Monkey Island</i> and other classic adventure games, including their oftentimes bizarre and lengthy puzzles, but:				<a href="http://kotaku.com/5029686/whither-monkey-island-puzzles-are-for-geezers" title="Click here to read more about Whither Monkey Island: 'Puzzles Are For Geezers'?">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sun, 27 Jul 2008 16:40:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[PopCap on Unicorns, Casual Market, and Making Games]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read PopCap on Unicorns, Casual Market, and Making Games" href="http://kotaku.com/popcap/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">popcap</span></a></div -->					<div><a title="Click here to read PopCap on Unicorns, Casual Market, and Making Games" href="http://kotaku.com/352033/popcap-on-unicorns-casual-market-and-making-games" class="pp_image">
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				<a href="http://kotaku.com/assets/resources/2008/02/peggle.jpg"></a>  Jason Kapalka, co&mdash;founder and Chief Creative Officer of PopCap Games, sat down with  Alec Meer to chat about a whole host of issues &mdash; unicorns, match three games, and the casual market.  It's an interesting interview that touches on a number of issues surrounding the casual market: who's playing these games?  Is there a market outside the aggressively casual?  And is PopCap returning 'credibility' to puzzle games?				<a href="http://kotaku.com/352033/popcap-on-unicorns-casual-market-and-making-games" title="Click here to read more about PopCap on Unicorns, Casual Market, and Making Games">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sun, 03 Feb 2008 16:30:52 EST]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Holiday Weekend Timewaster: Guest House]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Holiday Weekend Timewaster: Guest House" href="http://kotaku.com/timewasters/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">timewasters</span></a></div -->					<div><a title="Click here to read Holiday Weekend Timewaster: Guest House" href="http://kotaku.com/338877/holiday-weekend-timewaster-guest-house" class="pp_image">
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				<a href="http://kotaku.com/assets/resources/2007/12/guesthouse.jpg"></a>  While browsing my feeds during the inevitable mid-holiday news slump, I was pointed to some fascinating little Japanese point-and-click (or 'point-and-kick ass,' as Leigh Alexander described them over at <a href="http://sexyvideogameland.blogspot.com/2007/12/point-and-kickass-guesthouse.html">Sexy Videogameland</a>) puzzlers, lumped under the heading of 'room escape games.'  <a href="http://terminalhouse.com/guesthouse_en.html">Guest House</a> is the latest in the series, and I spent quite a while clicking my way through all the frustrating (but not too sadistic) puzzles.  It's a good way to spend a few hours on a lazy weekend.  <a href="http://terminalhouse.com/index.html">Terminal House</a> [via <a href="http://sexyvideogameland.blogspot.com/2007/12/point-and-kickass-guesthouse.html">Sexy Videogameland</a>]				<a href="http://kotaku.com/338877/holiday-weekend-timewaster-guest-house" title="Click here to read more about Holiday Weekend Timewaster: Guest House">More&nbsp;&raquo;</a>
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			<category><![CDATA[Flash Games]]></category>
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			<pubDate><![CDATA[Sat, 29 Dec 2007 14:00:00 EST]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Hot Flashes: Chain Factor]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Hot Flashes: Chain Factor" href="http://kotaku.com/puzzle-games/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">puzzlegames</span></a></div -->					<div><a title="Click here to read Hot Flashes: Chain Factor" href="http://kotaku.com/336265/hot-flashes-chain-factor" class="pp_image">
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				With this year's list of stellar releases, you shouldn't be wanting for games to play, but if you've found yourself dead broke or simply stuck in your cubicle with nothing to do today, direct thy browser to <em>Chain Factor</em>, the best beta puzzle game I've played all day. The concept&mdash;and art direction&mdash;is brilliantly simple. Drop a disc onto the playfield and, if the number of discs in that column or row matches the digit of a colored disc, it will disappear. If it weren't for <em>Desktop Tower Defense</em>, <em>Chain Factor</em> may have taken the prize for best Hot Flash game of the year. At the very least, it will probably walk away with the Hot Flashes Award For Musical Achievement.				<a href="http://kotaku.com/336265/hot-flashes-chain-factor" title="Click here to read more about Hot Flashes: Chain Factor">More&nbsp;&raquo;</a>
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			<category><![CDATA[Puzzle Games]]></category>
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			<pubDate><![CDATA[Thu, 20 Dec 2007 16:40:00 EST]]></pubDate>
			<dc:creator><![CDATA[Michael McWhertor]]></dc:creator>
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			<title><![CDATA[Timewaster(s) of the Day: Grow Games]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Timewaster(s) of the Day: Grow Games" href="http://kotaku.com/timewasters/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">timewasters</span></a></div -->					<div><a title="Click here to read Timewaster(s) of the Day: Grow Games" href="http://kotaku.com/300331/timewasters-of-the-day-grow-games" class="pp_image">
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				<a href="http://kotaku.com/assets/resources/2007/09/growisland.jpg"></a>  Not that I don't have enough to do setting up in a new city, but I've been cheerfully clicking away at the various Grow Games over at <a href="http://www.eyezmaze.com/">Eyemaze</a> all morning - the games are ridiculously cute, but not in an irritating way, and wonderfully simple and frustratingly complex at the same time.  You are given a handful of panels, and you have to select which order to click them in - they will grow or change in relation to/with each other, and the point is to grow each panel to its max.  The games are reminiscent of a lot of the game design theory of Danc over at <a href="http://lostgarden.com/">Lost Garden</a>, though they lack the feedback he so frequently discusses.  Still, a great waste of half an hour ... or an hour ... or a few hours .... [via <a href="http://www.rockpapershotgun.com/?p=266">Rock, Paper, Shotgun</a>]				<a href="http://kotaku.com/300331/timewasters-of-the-day-grow-games" title="Click here to read more about Timewaster(s) of the Day: Grow Games">More&nbsp;&raquo;</a>
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			<category><![CDATA[timewasters]]></category>
			<category><![CDATA[Flash Games]]></category>
			<category><![CDATA[Puzzle Games]]></category>
			<pubDate><![CDATA[Sun, 16 Sep 2007 15:00:35 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA["Casual" Gamers More Hardcore Than Previously Thought]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read &quot;Casual&quot; Gamers More Hardcore Than Previously Thought" href="http://kotaku.com/casual-gaming/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">casualgaming</span></a></div -->					<div><a title="Click here to read &quot;Casual&quot; Gamers More Hardcore Than Previously Thought" href="http://kotaku.com/184131/casual-gamers-more-hardcore-than-previously-thought" class="pp_image">
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      Gamasutra reports that according to a recent study, the elusive "casual gamer" is not as flighty a beast as previously thought:				<a href="http://kotaku.com/184131/casual-gamers-more-hardcore-than-previously-thought" title="Click here to read more about "Casual" Gamers More Hardcore Than Previously Thought">More&nbsp;&raquo;</a>
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			<link><![CDATA[http://kotaku.com/184131/casual-gamers-more-hardcore-than-previously-thought]]></link>			<guid isPermaLink="false"><![CDATA[Kotaku-184131]]></guid>
			<category><![CDATA[Casual Gaming]]></category>
			<category><![CDATA[Old Gamers]]></category>
			<category><![CDATA[Puzzle Games]]></category>
			<category><![CDATA[Solitaire]]></category>
			<category><![CDATA[Studies]]></category>
			<category><![CDATA[Surveys]]></category>
			<pubDate><![CDATA[Wed, 28 Jun 2006 21:40:18 EDT]]></pubDate>
			<dc:creator><![CDATA[egauger]]></dc:creator>
			<wfw:commentRss>http://kotaku.com/index.php?op=postcommentfeed&amp;postId=184131&amp;view=rss&amp;microfeed=true</wfw:commentRss>
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