Tap matches of three or more blocks to slice them with your katana. The more blocks you can slice in one go, the more time you gain on the clock. Special blocks eliminate whole rows of blocks but don't give you any extra time, so use them wisely.Links:
Home » Posts filed under genre-puzzle
Bushido Blocks: Slicing Puzzle
Posted by Onote on Tuesday, April 9, 2013
2x0ng: Procedural Puzzle-Action Adventure
Posted by Onote on Monday, April 8, 2013
2x0ng is a challenging action/puzzle game with procedurally generated levels. It is pronounced "TWO-zong", and is the sequel to David O'Toole's 2009 PC puzzler Xong.
At its core, this game is a mashup. 2x0ng's design is a nonlinear combination of several different late 70s/early 80s home video games, combining related aspects of each into something new. In 2x0ng, you move a guy around the screen and shoot at enemies in all directions, as in Berzerk. The ball you throw ricochets and comes back to you, like in Tron Deadly Discs. You break colored bricks with the ball, like in Breakout. You transfer colors from one place to another in order to complete the level, similar to Revenge Of The Beefsteak Tomatoes.
To reach the next level, you must successively unlock new areas by opening color-coded gates in the correct order. The levels are procedurally generated, so the game experience is different each time. Later levels are much larger than the screen, and feature substantially more moving/colliding objects than would have been possible in a real home video game from that era.
Downloads:
- 2x0ng 1.0rc1 for Linux
- 2x0ng 1.0rc1 for Mac OSX
- 2x0ng 1.0rc1 for Windows (32-bit)
- 2x0ng 1.0rc1c for Windows (64-bit)
Code License: GPLv3
Winter Shorts 3: PyWeek #16 in April, Rainbow Rooms, Valyria Tear on OS X
Posted by Onote on Tuesday, February 26, 2013
PyWeek #16 in April
PyWeek is a game jam that obviously goes on for one week and requires the use of Python. It takes place online and there are overall winners in team and solo categories, as well as awards. The dates of the 16th PyWeek challenge are 00:00 UTC April 14, 2013 to 00:00 UTC April 21, 2013. Registration opens on 15. March 2013.
There is a message board for the community and there are interesting methods to publish Python games as HTML/JavaScript using pyjs, as demonstrated by the PyWeek #15 entry Kaos.
License Requirements: At least Shared Source required. Free software licenses recommended.
PyWeek #15 Entry: Rainbow Rooms
Rainbow Rooms is a physical-nonsense-maze puzzle game based on libtcod.
Various fonts are being used, some of which might be problematic license-wise for including in for example Debian's official repositories but it should be possible to replace them in less than two hours including research and documentation.
Code License: GPLv2
Content License: Unclear
Valyria Tear: "Final Release of Half-Episode I"
Valyria Tear Half-Episode I has been released, which I suppose we can take as 50% of Episode I's acts being complete.
The release brings new graphical interfaces and development is ongoing.
An OS X version can now also be grabbed from the OSX thread.
Code License: GPLv2
Content License: Various (DFSG approved)
Force: Leashed - GPL First-Person Gravity Not-Like-Portal
Posted by Onote on Monday, October 29, 2012
Force: Leashed is a free first person gravity fiddler. To advance, you need to guide rockets to their targets using spherical potential fields. And no, it's not like Portal. That much.Force: Leashed was started as one of the 2012 7DFPS prototypes. It is based on GPL-licensed Darkplaces which for example also powers Xonotic.
Force: Leashed is available for free download for Linux, Mac OS X and Windows from its website.
The art asset license status is unknown. Watch this tweet for further information.
Open Source Game Summer Screen Shorts 2012 #2
Posted by Onote on Thursday, July 5, 2012
Wizznic! Puzzle Perfection Progress
Posted by Onote on Thursday, June 7, 2012
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| Wizznic! cursor-driven level editor WIP |
- Last release (0.9.9): ~six months ago.
- Last commit: one day ago.
A recent progress update post reveals the goals for and the path to 1.0:
Before Wizznic 1.0 we will create two completely new themes, each for it's own pack, thus, two completely new packs! That is 40 new puzzles, leaving the mainline puzzle set at 80 puzzles.
However, before doing that, we will sit down and play through the entire game, this should allow us to come up with some really evil puzzles for the later levels ;)
Anyway, just wanted to say, in this in-browser, Object Oriented, Accelerated, flashy, highres, 3D world, that little pixel pushing Wizznic is not dead!
Node Reviver: Open Source Ludum Dare Puzzle Prototype (GPLv3/CC-BY-SA 3.0)
Posted by Onote on Thursday, May 24, 2012
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| image: Node Reviver main screen |
Game development jams bring many lines of usually dirty code that power often innovative new implementations of various mechanics and rules. Ludum Dare requires source to be visible but neither code nor art has to be freely licensed.
I believe that the histories of TuxKart/SuperTuxKart, Warzone 2100 and OpenArena show that maintenance can be one of the strengths of the open source game development scene. Having more gamejam-made working prototypes available under "safe" free licenses would enable this community to pick up promising projects and slowly build upon them.
Anyways, one of the games that has more than proper licensing information and is both free, open source code and art is Node Reviver. A short description:
- Game mechanics and level designs intersecting with Pac-Man's PipeWalker's.
- Light neon colors on black background visuals.
- Bfxr sound effects (with sound sources included, nice!)
OpenGOO and Using Inkscape or Blender for Editing Maps/Levels
Posted by Onote on Wednesday, May 23, 2012
You may remember that in the first Humble Indie Bundle, World of Goo was not open-sourced. Well, there is an active open source clone called OpenGOO being developed. It uses OpenGL, Box2D and is GPLv3-licensed.
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| Basic layers of level creation in OpenGOO |
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| A Shotgun Debugger level viewed in Inkscape |
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| SuperTuxKart level editor (hint: it's Blender!) |
Frozen Bubble 10th Anniversary
Posted by Onote on Tuesday, February 28, 2012
2012 February the 6th was the 10th birthday of Frozen Bubble's first release. The development was started in november 2001 by "ayo", amaury and Guillaume Cottenceau, members of the MandrakeSoft team (Mandriva nowadays).
Frozen Bubble is a beautiful game inspired by Puzzle Bobble (published by Taito in 1994 , also called Bust-a-Move). The game has nice graphics and music (from matths alias Matthias).
Development has stopped in 2008, but Frozen Bubble and its ports still enjoy high popularity, especially on the Linux and Android platforms. A Java port also exists. Only the first version is available for Windows.
A French language interview with the makers was recently published on linuxfr.org.
МедведьИгра - BearGame
Posted by Onote on Sunday, February 5, 2012
BearGame игра про медведя прыгуящим на воздушных шарах. Актуальная альфа-версия была написана в Java.
Classic gaming: OGS Mahjong
Posted by Onote on Sunday, January 29, 2012
The stable 0.9 release of this game can be expected shortly, so brush up your Mahjong skills or take the opportunity to finally learn the rules of this age-old classic (like me).
Winter Shorts 3: Wizznic Cursor, TORCS Music, Knights Deathmatch, Humm and Strumm Specs, SuperTux Contest
Posted by Onote on Tuesday, January 10, 2012
Wizznic! received more GUI enhancements [video (00:57@YouTube)]
TORCS 1.3.2 brings menu music into the game [.ogg (05:50/7.1MB)]
Knights 0.19 features deathmatch [description]
Humm and Strumm is an in-dev co-op game engine [design .pdf (156kB)]
Winter Shorts 2: Wizznic! Mouse Input, Me and My Shadow New Look, Epiar Cleanup, GemRB Platforms and Games
Posted by Onote on Sunday, January 8, 2012
Wizznic! supports mouse & touchscreen. [Video] Code available on GitHub.
MeAndMyShadow 0.2rc1 is out. It features tutorial, in-game help, a new default visual style and an improved editor.
Epiar 0.5.0 has been released:
- UI clean-up
- Expanded missions system
- Sound and music additions
- Main menu
- Editor greatly expanded
- Misc. bug fixes
GemRB 0.7.0 was released recently. Their wiki received a clean-up as well. The engine re-implementation runs on Android and iOS. BG, TotSC, BGII, ToB, IWD and HoW can be played start to end. Some features are missing and there are some new features too.
Winter Shorts: Bits & Bots, Goblin Camp 0.2, BASE PRO 0.4b-r2, FlightGear Interviews
Posted by Onote on Tuesday, January 3, 2012
- Piles replace Stockpiles. Everything is allowed and containers get automatically shuffled to where they are needed.
- Diseases will weaken and eventually kill your population if you don’t do anything about a growing population.
- Migratory animals will sometimes cross the map
- The spawning pool expands and spreads corruption in a smoother way, it’s improved from the abrupt way it was before.
- Cowardly creatures can now also panic if they encounter another panicking creature
- Death messages have been improved to give a bit more information, and a bit of variety has been added to them as well.
- Constructions strobe under the cursor now, to better visualize where one stops and another one begins.
- Portable mode. Just create a file named goblin-camp.portable in the directory where GC is installed and it’ll store all the files it needs in a sub-directory in that folder, instead of in the operating system’s default folder.
- Skeletons no longer bleed and other assorted bug fixes.
- Oliver Jacq: scenery designer/scripter
- Gijs de Rooy: modeller and scenery designer
- Stuart Buchanan: coder and aircraft designer
Minimal puzzles: Search for Smodrick 1.3.1 and Black Obelisk
Posted by Onote on Tuesday, December 6, 2011
Search for Smodrick 1.3.1, a simple ncurses-based game, was recently uploaded to SourceForge.
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| Nearly dead in Search for Smodrick 1.3.1 |
The gameplay consists of finding an optimal path to get to the next level and avoiding/deflecting enemy androids. Game turns appear to be mixed-real/turn-based
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| No monsters yet in this match of Black Obelisk 0.2 |
I was reminded of the JavaScript game Black Obelisk by Starinfidel, in which your task is to destroy hidden obelisks while avoiding or luring deadly monsters. Hint: input is via mouse and you start playing by pressing black tiles next to non-black tiles.
Both games are single-player puzzles with minimal visuals.
Phlipple - Unique 3D Puzzle
Posted by Onote on Sunday, November 6, 2011
Double 0.7.4: Pingus and M.A.R.S.
Posted by Onote on Friday, October 14, 2011
- New levelsets, "Desert" and "Factory Campaign" (27 new levels in total)
- This is the first use of the desert and factory graphics in official levels
- Deadly fall height increased
- Digger/Miner/Basher paths cleanup
- Demo recordings/playback re-implemented (32bit/64bit not compatible)
- --usedir parameter added (useful for portable play)
- Unicode support added
- Option menu added
- Window can be resized in-game
- Soundcard dependancy removed
- Man page added
- Level dimensions now suit 1920x1200 resolution
- Anti-aliasing added to bitmap fonts
- Software rendering improved
- OpenGL rendering option added
- Editor enhancements
- Fixes
Summer Shorts #3
Posted by Onote on Saturday, October 1, 2011
Also a warning: this article is 80% development, 31.5% art and 18% games.
FreeGameDev Forums now have Spanish and Swedish/Danish/Norwegian subforums. Should we add some more? Read this then write here.
The 2.0 OpenClonk release brings higher resolution for the terrain, which makes the game look a lot better. Read the full changelog here.
Check out the Blendswap Military Vehicles Contest entries:
I'm amazed. But that's just me. I have a thing for mechs. Alot even.
Did anybody know of these CC-BY-SA-licensed WebGL tutorials? This dog told me about them.
* Speaking of Berlin, Germany.
GJID
Posted by Onote on Monday, September 26, 2011
I have a hard time playing puzzle games when their only reward is getting to the next one. Consequently I'm usually not a fan of Sokoban games. Having a little or a lot of story bundled with the puzzle helps though.
In GJID you control a brave robot of the name GJID, who volunteered to recycle dangerous weapons from a cold war. In 14 levels you have to dispose of nuclear and disruptor weapons.
Movement controls reacts instantly and you are allowed to skip levels. There is no save function and no sound. The game runs in full-screen but thankfully does not resize the screen and scales instead. License: MIT
This version seems to be made for *nix only. ./configure && make allows to easily run the game.
From the README:
This is a clone of the eponymous DOS shareware game written in 92 by John Remyn. I spoke with John in 95, when the first version of this clone was made. He admired the 8-bit graphics (original game was done in 4-color CGA) and did not object to its existence. His email address has since expired and the few contact attempts I've made recently hit dead ends. The DOS game was $10 shareware and I include the original registration form in the README, in case you want to track John down and give him money for the excellent level design that make this game what it is.
Aside from being an entertaining puzzle, I also release this game as an example of using the XCB library for making X applications. XCB is the new lightweight replacement for Xlib that suffers from lack of documentation. This game demonstrates how to create small applications with it and also how to use RENDER for drawing text, tile sprites, and for hardware scaling of the 320x240 backbuffer.
GJID reminds me of another, even more story-driven Sokoban-style game with simple graphics: The Villany of Cat Food Inc.
Cubosphere: First Beta
Posted by Onote on Saturday, August 6, 2011
The game reminds of irrlamb and Neverball but is in fact a tile-based puzzle, rather than a free-physics/precision game. It has a simple level editor and 18 visual/audible styles to chose from. Some features of the 200+ levels are lasers, frying blocks, teleporters, switches, elevators and enemies.




































