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Puzzle Games

popcap

PopCap on Unicorns, Casual Market, and Making Games

Jason Kapalka, co—founder and Chief Creative Officer of PopCap Games, sat down with Alec Meer to chat about a whole host of issues — 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? More »

timewasters

Holiday Weekend Timewaster: Guest House

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 Sexy Videogameland) puzzlers, lumped under the heading of 'room escape games.' Guest House 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. Terminal House [via Sexy Videogameland]


puzzle games

Hot Flashes: Chain Factor

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 Chain Factor, the best beta puzzle game I've played all day. The concept—and art direction—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 Desktop Tower Defense, Chain Factor 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.

Chain Factor


timewasters

Timewaster(s) of the Day: Grow Games

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 Eyemaze 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 Lost Garden, 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 Rock, Paper, Shotgun]

casual gaming

"Casual" Gamers More Hardcore Than Previously Thought

Gamasutra reports that according to a recent study, the elusive "casual gamer" is not as flighty a beast as previously thought: More »