This time a classic fun flash game, "Grow Game." I replayed this recently because of the narrative structure. You can play the game and watch an interesting story unfold in many different ways without feeling personally at fault for bad endings because the middle sections are completed by autonomous agents. The "AI" is simply an animation, but if it were procedurally controlled... well, its an interesting thought.
This GOTW is in honor of father's day. One of my earlier gaming memories was playing "A-Train" with my dad back on our old machine. It was published in the states in 1992, but it was first released even further back in Japan under the title: "A Ressha de Ikou" -> "Take the A-Train"
(Image and facts via Wikipedia) You can get the game to run on a DOS emulator, and I recommend it. It still holds its own as a well designed piece.
This week we have an indirect control shooter. This game was part of the "Sense of Wonder" night at the most recent Tokyo Game Show. (USC also had 2 games there. Represent.)
Control: Arrow keys move your ship, attackers follow. X dashes. Z creates a lock on circle/ stops attackers from following. Attackers shoot locked on enemies.
This time we have a non game of the week. It is only a "Graphical Demo," however the visual style is interesting and overall the work has an attractive feel. Mark Pursey, the game's designer, offers some thoughts about design and prior art on the distribution website.
I'd like to showcase a cool game I found on the web known as "FISHY." It represents quite a few study halls worth of "work" back in high school. It is simple and quite compelling.
Studio: http://www.xgenstudios.com/
Format: Flash, 1 Player, Browser.
Core Mechanic: 1) Decide: Bigger or Smaller. 2) Avoid or Collide.
Control: Arrow Keys.
Interface: Minimal. Score Meter, and Fish Eaten Meter.