| Summer 2009 Prototype | Action | Windows |
| Summer 2009 Prototype | Puzzle-Simulation | Adobe Flash (Windows / Macintosh / Linux) |
| Summer 2009 Prototype | Action-Puzzle | Adobe Flash (Windows / Macintosh / Linux) |
| Summer 2009 Prototype | Action-Puzzle | Adobe Flash (Windows / Macintosh / Linux) |
| Summer 2009 Prototype | Casual, Puzzle | Adobe Flash (Windows / Macintosh / Linux) |
| Summer 2009 Prototype | Puzzle-Platform | Adobe Flash (Windows / Macintosh / Linux) |
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Waker is a puzzle/platform game set in the world of a child's broken dream. As the Waker, the player uses both mind and reflexes to solve puzzles, creating platforms to form a safe path through the dream worlds. Forming the paths, however, is the trick - it is up to the player to figure out how to create each path, and to manipulate the Waker and the world to travel safely through each level. With dynamic obstacles and three difficulty modes, the game offers continuing challenges even for experienced players, while allowing beginners an easier path to the end. Waker was developed in tandem with Woosh, its abstract variant. Waker offers the same gameplay as Woosh, but also includes a rich narrative and a story that is reflected in its art and cutscenes. Come explore the world of dreams... will you awaken your dreamer, or leave her to drift forever? |
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| Summer 2009 Prototype | Puzzle-Platform | Adobe Flash (Windows / Macintosh / Linux) |
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Woosh is a challenging puzzle/platform game that engages players in twelve levels of ever-increasing difficulty. Using concepts from physics, players draw platforms to explore the abstract world of Woosh and encounter dynamic obstacles and other challenges along the way. Woosh features three levels of difficulty: perfect for experienced platform players and more casual players alike. Woosh was developed in tandem with Waker, its narrative version. Both games are intended as educational games for middle and high school students (age 12 and up), to complement an introductory physics class. Do you have the wits, agility and finesse to play Woosh? |
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| Spring 2009 Prototype | Arthouse | Adobe Flash (Windows / Macintosh / Linux) |
| Spring 2009 Prototype | Casual, Light Strategy | Windows |
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In the world of GumBeat, you take the role of a defiant teenage girl who musters up the courage to stand up against the oppressive government. Bubble gum is outlawed across the city! Anyone spotted chewing gum is severely beaten up. But oh, how unfair it is to prevent citizens to enjoy the sweet taste of bubble gum. In this fun and lively casual game, blow bubble gum and gather enough supporters to your cause to topple the anti-gum government. Are you up to the task? GumBeat is a casual Flash game built with the objective of weaving the ideas of political oppression into the heart of gameplay. Commercial games intended for fun rarely deal with the topic of political oppression, but GumBeat seeks to address this topic in a simple, engaging way. By casting the player in the roleof a normal civilian and setting the game in a police state where fun behavior is outlawed, GumBeat seeks to give a fresh take on how simple gameplay can engage with complex ideas. |
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| Spring 2009 Prototype | Third Person Action | Windows |
| Spring 2009 Prototype | Adventure | Windows |
| Spring 2009 Prototype | Puzzle Board Game | Paper |
| Spring 2009 Prototype | Puzzle Board Game | Adobe Flash (Windows / Macintosh / Linux) |
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Tipping Point is a cooperative puzzle game for up to four players. Players assume the roles of Project Managers, and must work together to complete projects before they go too far past their deadline. The game is won by completing a set number of projects without letting any project fail. The game is designed to be both a fun game and a useful training tool, teaching players how to manage multiple projects while emphasizing the importance of long-term planning. Projects are completed through a mix of Concept and Production work. "Concept Work" represents the planning and research done in the early phases of a project, while "Production Work" represents implementing the project, such as building a product. Each turn the players decide which project to work on and which type of work to be done. There must be a balance between Concept work and Production work: Production work is more useful in the short term, but Concept work is more useful in the long term. |
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