Flash Game: Continuity

After the end of year hiatus I’ve finally managed to write another post. And it’s another one of those I wanted to write for a while. It’s about a little Flash gamea called Continuity. I originally played it and planned to write sometime in December and just stumbled over it again via Twitter. So now it’s time for that short article but as with my article on Small Worlds you should give the Game a try first.

Continuity

So if you’ve played it then it should be obvious why I wanted to point that game out. It’s an excellent example of combining two games into an awesome new thing. Here the boring old tile puzzle was crossbred with the jump and run. The result is a game where the obstacle is not only to reach the exit by running and jumping but also by shifting the space around.

At it’s core the game is incredibly strong as it uses two well known game mechanics together. Most people have played such a tile game and many gamers have had contact with platformers. It’s quickly understood and has a lot of potential. I especially like how the game space poses two different challenges: One as an obstacle that has to be overcome by jumping and running, and one as a puzzle that has to be solved in the correct order.

Unfortunately the game suffers some in the execution. The graphics are very simplistic but not in a charming manner. The pacing is a bit too slow – the game takes too long before the levels start to get really interesting and more complicated. And the Jump and Run part isn’t really well designed – it’s lacking challenge and is mostly very easy or simple. Addmittedly, I didn’t finish it but I thought there was room for moving platforms, crumbling floors and other staples of the genre.

Either way, it’s still a game worth playing for it’s concepts.

Flash Game: Small Worlds

Small World - Level Start
Small World - First Steps
Small World - Further Out

A coworker of mine just pointed me to a little flash game called Small Worlds. I’ve started playing it and I immediately fell in love. Now normally I put all the playworthy flash games I find up over at the everyplay blog but Small Worlds was special enough in the way it treats game space that I wanted to mention it here. Before you read on, take some time and play it. It’s worth it.

The game was created by David Shute and is subtitled “A short atmospheric game about exploring“. It was entered in the Casual Game Design Competition #6 and won it as well. In it you take control of a simplistic avatar and move around to explore the world around you and find “the exit”. Sounds like most of the games out there, right?

What sets Small Worlds apart is that the entirety of the explored space always fills the screen. This means that in the beginning all you have are a few big colorful pixels, maybe some of them moving, and a soundtrack. At first it’s impossible to make out where or what you are. Then as you play with the keys you notice that the red pixels make up your avatar. As you move around and discover more of your immediate surroundings the picture becomes slightly clearer. Moving white pixels turn to snow as your understanding of the space shifts.

This is part of what makes Small World excel at it’s premise of exploration: As you explore you can feel the gears in your head turn as you understand more and more of the space. Then, after this happens, the game still doesn’t loose it’s magic. My guess is because of the immediate feedback: Seeing all of the discovered space on screen shows you which areas you haven’t uncovered yet. It gives you the feeling that even if you explore dead ends, you haven’t wasted your time, because instead you’ve gotten more of the big picture. In that vein it’s a bit like a scratchcard to me.