View All
A, B, C, D, F, G, I, J, L, M, N, O, P, S, T, W, Z
��about genres

Castle Marrach

Is it possible to design an online game so that communication, community, story-telling, and the genuine playing of roles is core and essential to the experience?

Of course it is. You just won't get the $40m budget you need for a big commercial title out of the philistines who rule our industry today unless you want, in essence, to imitate World of Warcraft.

Enter Skotos, and Castle Marrach.

Chocolate Castle

Clever Puzzle Game of Spatial Reasoning

I'm a sucker for an original and well-designed puzzle game, and Chocolate Castle certainly qualifies. Here's how it works: In each level, you have a number of little characters who eat chocolate, but each eats only one type (white, milk, dark, or rose), and eats only once. About the level are various blocks of chocolate; you have to clear a level. Blocks can be dragged about the level, but if a block of one color contacts another of the same color, they stick together permanently. One character can eat an entire group of chocolate of the same color. So you have to plan how to move your chocolate blocks to free up other eaters in such a way that everything gets eaten, given the geography of the level and the limited number of eaters you possess.

Cosmic Encounter Online

Cosmic Encounter!

Cosmic Encounter! For those of us who encountered the game in our youth, the words have something of the ring of "Oklahoma!" The ebullient American spirit! The vast vistas of, um, outer space. The late nights in dorm rooms or at science fiction conventions studying cards and back-stabbing allies... A brilliant game then, and in its Internet version, a brilliant game still.