<![CDATA[Kotaku: flash games]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: flash games]]> http://kotaku.com/tag/flashgames http://kotaku.com/tag/flashgames <![CDATA[Holiday Timewaster: Santa Fu]]> Mrs. Claus has been abducted, and Santa's out to deck the walls with gingerbread men and nutcracker guts. It's a Christmas mashup of Kung Fu for the NES and it's (wait for it) ho-ho-holarious.

Just like Kung Fu (or Kung Fu Master, the arcade original) a drunken, raging Santa battles his way through waves of foes - including Christmas shoppers and elves - before fighting bosses on five levels. if a chiptune "Santa Claus is Coming to Town" isn't your cup of nog, you can choose the soundtracks of Ice Climbers, Slalom, Dr. Octoroc, Gyromite or the original Kung Fu. Be sure to check out the gruesome Game Over screen, too. It'll fill you with holiday cheer.

If the Flash version isn't your speed, or your connection's slow, there's also a downloadable version.

Santa Fu [I-Mockery]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5433192&view=rss&microfeed=true
<![CDATA[The Non-Adventure Adventure Game]]> Dutch game designer Kenney Vleugels realizes how prosaic life can be sometimes. Not that a flash game about watching a DVD turns that into an epic happening. But it is more interactive than reading someone tweet about it.

Vleugels, designer of 16 flash games, has put together "Kenney's Bite-Sized Non-Adventures" (above). Part 1 is "Watch a movie." In it, you play our hero, exploring his apartment while finding the remote control and DVD that will unlock his happiness. For the next 90 minutes anyway. (The DVD, not the game.)

"Up next I'll try to make you experience my morning ritual," Kenney writes. Uh, if it's anything like mine you can keep that to yourself, bub. Thanks.

Kenney's Bite Sized Non-Adventures
[Kenney Vleugels]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5430819&view=rss&microfeed=true
<![CDATA[Weekend Timewaster: Elevator Fart, the Game]]> The great thing about working weekends is I can blast gas with impunity in the Kotaku Tower elevator, and then on Monday when the car smells like Donkey Kong's taint, Fahey gets blamed for it once Crecente comes in.

Here's a delightful little flash game that trivializes a serious problem faced by millions of Americans - the need to fart on a long elevator ride. You're accompanied by the most clueless olfactory-impaired elevator attendant ever, as every one I've ever ridden with could detect the presence of fart in concentrations as small as one poot particle per billion.

I get to about seven floors and 21,000 points before I either rip enough ass that the bellman notices or I crap my pants (that is the implied ending, I believe.) Anyone have any protips? Besides, you know, taking the stairs?

Oh, and let me tell you what else is hilarious - crop dusting Plunkett. That guy always pins it on McWhertor.

Elevator Fart
[GamesGames]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5404723&view=rss&microfeed=true
<![CDATA[Weekend Timewaster: GrowBox]]> Been a while since we've done these. Here's GrowBox, courtesy of King.com. The object is to pick up all of the gold orbs, but consuming them makes your box grow, so the board must be navigated in a specific order.

There are multipliers for speedy finishes, and objects that can temporarily shrink you, turn you into a ball so you may pass certain gates, or traps that significantly expand you as a penalty. A web cookie allows you to resume your progress later. Add in an excellent soundtrack and you have a great Sunday timewaster. Enjoy.

Growbox was developed by Flash Tangent.

Growbox [King.com]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5374029&view=rss&microfeed=true
<![CDATA[The Air Force Has Video Games Too]]> Just like the Army, the U.S. Air Force uses games to help potential recruits connect with their organization. Just not quite as well.

The Games and Extras page of the official U.S. Air Force website is chock full of interesting little activities to help demonstrate how much fun it is to be in the Air Force. While a majority of the selections amount to nothing more than slightly interactive demos, the ECHO ZULU section has several scenarios to play through, from using flares to scare insurgents, to using remote-controlled planes to scare insurgents. I'm sensing a theme.

Sure, it might not be as entertaining as America's Army 3, but it probably cost us U.S. taxpayers a whole lot less.

Games and Extras [U.S. Air Force]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5288570&view=rss&microfeed=true
<![CDATA[2009 Life. Love. Game Design Challenge Winners Unveiled]]> Is it possible to educate about teen dating violence through a violence-free video game?

That's the idea behind the annual Life. Love Game Design Challenge, now in it's second year.

Jennifer Ann's Group today announced the winners of their second annual flash game design contest, handing out $1,500 to Jared Sain for first place. Runners Up Brian Crick and Toronja Concepts each received $100. A door prize of another $100 was awarded to Bence Joful.

All four of their games are playable over on the Jennifer Ann's Group webpage. As a judge I've already played through all of the entries and was surprised to find how the developers tried to tackle the serious issue this time around.

The games include versions of tower defense games, a music game and even a few click adventure titles.

Other judges for the challenge were group founder (and my brother) Drew Crecente, advisory board member Dr. Elizabeth Richeson, Independent Games Festival chairman Simon Carless, Kotaku's Stephen Totilo, GameDaily editor-in-chief Live Goad, Persuasive Games co-founder Dr. Ian Bogost, and professor Brenda Brathwaite.

2009 Game Contest Winners [Jennifer Ann's Group]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5272102&view=rss&microfeed=true
<![CDATA[Saturday Timewaster: And We Really Mean It]]> Some wit cooked up a HD-version of Tetris - I can't even begin to count the grid here - which makes dying or clearing lines an agonizingly long process.

Everyone who's played this and blogged about it so far instead have created abstract art or raced each other to a fastest death time, some taking hours. I tried halfheartedly to work on clearing a line, but once you screw up the first piece and realize just how goddamn long it'll take to lay the foundation just to clear the line above it - forget it. I start dropping pieces like I'm a kindergartener drizzling out colored sandcastles.

Certainly there is at least one masochist out in Kotakopolis who's willing to try to clear a line, or race their way to death. Good luck. Post your times in the comments below. Winner gets a big ol cookie.

Tetoris
[Soviet Russia, via IndieGames.com]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5170009&view=rss&microfeed=true
<![CDATA[Sunday Timewaster: Zombie Herder]]> There's just no quit in the zombie genre. Here's a flash game whose object is to corral a horde of infected, lest one wander off the screen and kill a human.

I had no idea zombies could be considered livestock. Anyhow, this short, to-the-point timekiller just went up this weekend. You can challenge others to beat your scores via Facebook.

Zombie Herder [ArcadeLoco]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5162377&view=rss&microfeed=true
<![CDATA[Sunday Timewaster: Shopping Cart Hero]]> Unlockables give this jump-physics Flash game some pretty strong replay value. I spent at least 30 minutes tricking out my cart and practicing midair handstands.

The object, bobsled your shopping cart down a hill and then up a ramp, collecting dollars for the distance, height and difficulty of your jump. Use them to buy upgrades such as better wheels, rocket boosters, and ride-along groupies, all of which alter the trajectory and length of your jumps. While you have unlimited lives, crashing will kill any groupies onboard, and you'll have to go back and "buy" them up all over again.

Protip: There doesn't seem to be any performance bonus to hopping in the cart (up arrow) when the game prompts you to do so. And with an engine-equipped cart, your afterburner kicks on as soon as you hop in. Just hold down the run key at the start as long as you can; the guy will hop in automatically, and your jets will stay on longer through midair.

Shopping Cart Hero [Monkey Want Banana]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5158225&view=rss&microfeed=true
<![CDATA[Prototyping Challenge: Fishing Girl]]> Danc of Lost Garden is back with another prototyping challenge; game designer I am not, but I love these things — especially seeing what people come up with. On the plate this cycle? A fishing game that Danc describes as "Frogger using a polar coordinate system, a frog that insists on drifting to the left and only the ability to move forward":

Fishing Girl is a simple fishing game played with one button. It illustrates a design pattern called sequentially linked mechanics. Often when you try to simulate a complex exercise like fishing, you can’t easily create a single game mechanic that captures the entire experience. Instead, you string together a series of activities. Each activity is simplistic by itself, but in sequence yields a good approximation of the complex experience. The fishing game is split into the following activities:

1. Casting
2. Positioning the lure
3. Hooking a fish
4. Reeling in the fish
5. Scoring the fish
6. Buying new equipment.

Each section should take 1-3 evenings to prototype in Flash. String them all together and you have a fishing game. The nice thing about this challenge is that it is all about bite sized chunks that are easy to build and iterate on.

I'll be looking forward to seeing the results and seeing if someone manages to put together a 'gold medal design.'

Fishing Girl: Game Prototyping Challenge [Lost Garden]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5074131&view=rss&microfeed=true
<![CDATA[Sunday Timewaster: Meat Boy]]> Edmund McMillen (of Aether, Gish, and the game that shall not be named) is back with Meat Boy, a challenging little game that involves the titular blob of meat trying to rescue Bandaid Girl in a variety of levels. It took me a while to actually look at the game, since the designer woke me up a few nights in a row via IM asking me to take a look at it — I hold a grudge when it comes to my sleep being interrupted — but I've spent some time with it and it's worth a looksee if you're in the mood for a challenge on a Sunday afternoon. Controls are simple, the game is difficult, but you can skip two levels per group — so if you really get stuck, don't despair.

Meat Boy

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5065674&view=rss&microfeed=true
<![CDATA[Suicide is Painless, Even Fun]]> Here's Karoshi Suicide Salaryman, a frighteningly addictive puzzler in which the object is to kill yourself. Of course, only that part of the game's concept is backward, the actual means to kill yourself are obscured or protected from you, as you are a danger to yourself and others (and you have access to firearms). I made it to level 7 (it counts down from 49) in about 20 minutes. For a flash game, that's a pretty good gameplay experience. The game remembers your progress if you want to come back to it later, so don't delete your cookies. I really dig the soundtrack, but there's no explanation of why you're so desperate to end your own life. My guess is the global financial meltdown armageddon panic has something to do with it.

Karoshi Suicide Salaryman [Armor Games]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5065437&view=rss&microfeed=true
<![CDATA[Sunday Timewaster: And We Really Mean It]]> Insidious Tuna sent this along. I swear I've seen it somewhere before, but apparently not on Kotaku. This game has a very simple premise and a very difficult opponent — your own patience. My only advice to you is that, after you click to start the level, any movement of your mouse, click, or key strike fires the gun. This game should be used at business leadership conferences, because it would definitely show who was the hypercompetitive, win-everything-at-all-costs guy in the crowd. I got to level 7 before I just had to fool with it and kill the puppy. But I'm thinking I could beat this game if I had a good book to read in the meantime.

Sorry about the lame screengrab. I couldn't get actual gameplay, for reasons that will become obvious.

Don't Shoot the Puppy [rrrrthats5rs.com]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5062383&view=rss&microfeed=true
<![CDATA[Saturday Timewaster: Fantastic Contraption]]>
Reader Alex B. sent in this — Fantastic Contraption — a physics flash game where you string together wheels and joints in order to carry an object toward a goal on the screen. It's nice nonviolent trial-and-error fun, indulging both the competitive urge to be as efficient as possible, and the creative impulse to be as outlandish as you can get away with.

The opening tutorial is pretty helpful, and many of the opening levels are easy to beat in minutes or seconds. As for the general appeal of flash games, I think XKCD summed it up best.

Fantastic Contraption [Site, thanks Alex B]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5062180&view=rss&microfeed=true
<![CDATA[Sunday Timewaster: Marshmallow]]> This wonderfully adorable (and kind of weird) game is pretty straight forward — guide the marshmallow around a variety of objects just waiting to take a bite out of your head and send you hurtling towards the ground so you can land with a 'splat.' It's cute. It's not terribly taxing. The soundtrack is ... well, something (soothing? Weird? Vaguely Katamari-esque? All of the above?), but the game is really cute and a nice way to waste a couple of minutes or more ....

Marshmallow [forrent via IndieGames]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5055952&view=rss&microfeed=true
<![CDATA[Saturday Timewaster: Hoshi Saga 3]]> Hoshi Saga 3 is a fun little puzzle game — the object is to discover the star(s) in each level through experimentation. The mechanics of each level are different, and while some are familiar, some will require a little more fiddling to get the right answer. Some levels are quite easy, though others may have you scratching your head — overall, a nice, relaxing little collection to spend some time with.

星探3 [hoshi saga 3] [nekogames via IndieGames]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5055883&view=rss&microfeed=true
<![CDATA[Sunday Timewaster: Bounce Shot]]> IndieGames succinctly describes this as 'a cross between Breakout and Space Invaders,' which is pretty accurate — but it's a fun game with a retro feel. I was in the mood for some candy-colored, easy to pick up fun this weekend, and this definitely hit the spot. Boss battles every 10 levels, power ups, and trying not to get hit with your own bullets (so watch out for that trigger finger) — add in some cute alien enemies, and you've got the recipe for how I wasted a good chunk of my Sunday morning.

Bounce Shot [Nigoro via IndieGames]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5052829&view=rss&microfeed=true
<![CDATA[Saturday Timewaster: Aether]]> 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; Aether made a nice respite from my headache and general feelings of 'blah.' It's a weird little game — 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 — 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) — good for a bit of time on a Saturday afternoon.

Aether [Armor Games via IndieGames]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5046318&view=rss&microfeed=true
<![CDATA[Saturday Timewaster: Attention Hog]]> From Chris Basmajian comes a darling, piggieful little game called Attention Hog. As the titular attention hog, your job is to capture the attention (and love) of as many people as possible, while avoiding bacon and nabbing power ups to make your job a little easier. Basmajian says the game "reflects some of the social and psychological trends present in social-networking communities, including self-promotion, social anxiety, obsessive need for peer validation, and distraction as entertainment." Heavy stuff. Ian Bogost notes that while he's "happy to see a game that critiques today's attention culture, but I'm not sure Attention Hog reaches the level promised in the description." Still, while I'll admit to being a sucker for cartoonish pigs (my little Monokuro Boo collection is probably a touch unseemly for a 25 year old), it's adorable and worth a few minutes of time on a lazy weekend.

Attention Hog [Chris Basmajian via Water Cooler Games]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5037904&view=rss&microfeed=true
<![CDATA[Worlds in Motion with Orbitrunner]]> Alright class, time for a flash game. This is "Orbitrunner" and it's reasonably addictive for such a simple concept — place your star on the grid so that the planets (and their satellites) fall into orbit without smashing into you, each other, or going out of the boundary. I'm not sure how realistic the gravity physics are, but it's very challenging, and I like the background music. The collision/explosion sound/animation is lame, however. I was hoping for a Praxis Effect. If they put this in a 3D, rotatable-camera environment, I'd play it for hours.

You can skip up to five levels if you find you're just not getting the hang of one. It stores your IP address and lets you continue.

Orbitrunner [Gamezhero.com]

]]>
http://kotaku.com/index.php?op=postcommentfeed&postId=5037872&view=rss&microfeed=true