showing 27 games

namepublisher(developer)year arrow_downwarddescription
And Yet It Moves Broken Rules2009Run, jump and turn the world upside-down!

And Yet It Moves is an award-winning physics-based platform game in which players rotate the game world at will to solve challenging puzzles. Tilting the world turns walls into floors, slides into platforms, and stacks of rocks into dangerous hazards.

Players navigate through a paper collage world created with colorful pieces of cardboard and set to distinctive music. With four different environments and unlockable modes, And Yet It Moves is a platformer that will provide gamers with endless challenges.

Turn your world upside-down with And Yet It Moves!***[media=youtube]3UdJyFrMvP0[/media][media=youtube]pASaBdF51Qw[/media]
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Braid Number None2010[media=youtube]6jWVRRaJT0U[/media] labelimageminimize
Blocks that Matter Swing Swing Submarine2011A team of two indie developers are being held captive by their bosses at an industry mega cooperation. Their only hope is to activate their tiny robot back at their secret lair (low rent studio apartment) and guide their creation to their own rescue. labelminimizesubject
NightSky  Nicalis2011 labelimageminimize
Nikki and the Robots Joyride Laboratories2011(2011-05-30) Dr. Lacroix wants to rule the world using his army of robots. Nikki's Ninja Order aims to stop him wherever the battle may lead. Nikki's Ninja Order will not use of weapons or tools except computers and stealthy black outfits. She can jump and run, but like a ninja! She can cling to walls and do fancy wall kick jumps. Nikki, like here fellow Ninja, are also highly trained hackers. Nikki will use Dr. Lacroix' own terminals to hack into his robots and use them to fight their creator.

The game is complete, playable, Libre, and Gratis. It also provides user generated content and the dev company sells storymode chapters.
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Splot Frozenbyte2011 labelminimizeminimize
Closure Eyebrow Interactive2012[media=youtube]aZOon8HHuJc[/media]
Gameplay
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Colour Bind Puppy Punch2012 labelminimizeminimize
Escape Goat MagicalTimeBean2012 labelminimizeminimize
Snapshot Retro Affect2012[media=youtube]467M8LbJwgc[/media]***Take a snapshot of anything. Rotate and place it somewhere else. Move boxes, tunnel entrances, animals, platforms. The snapshot preserves the physics of the objects as well (an object in motion tends to stay in motion, even if cut and pasted.) labelminimizesubject
Offspring Fling kpulv2012 labelminimizeminimize
Portal Valve2013 labelminimizeminimize
FEZ Polytron2013[wip]
At first glance, FEZ is a retro platformer. Yet most of the typical platformer elements, retro or otherwise, are not present. There are no enemies, no powerups or ability upgrades, no reserve of lives, no fire, ice, or water levels levels, no lazers, no deadly decor. The object of the game is as simple as it gets, walk, jump, and climb to explore the world and find the required cubes, the optional anti-cubes, and the optional artifacts. But, this is much more challenging than it sounds.
Gameplay depends not on defeating anything but on understand relationships between game mechanics that people almost never think about. The main concept is viewing the world of 90° angles in 2D but with the ability to rotate the Z-axis of the world 90° in any of the 4 directions. 4 differing views present 4 different layouts for world interaction. Two separate or far spaced surfaces viewed from some angles are joined or close when view and different angles. Visible doors, ladders, objects are hidden in some angles. Open areas are inaccessible in some angles. A button may be located on the far edge of the screen, even behind a wall. But rotate the world and the main character is now touching the button without having moved at all. Tracks that carry floating platforms can be disconnected until rotating the world connects them. Three short ladders on a wall can become a single tall ladder. More advanced levels include 3D slices of the world that rotate independently based on timing and/or player control. There is also the occasion typical platformer element, but it must be used in conjuncture with the unique gameplay. For instance, picking up a bomb and throwing it to land directly in front of a sealed door to break the seal. But the bomb can only seen and picked up at a certain angle, the door is only seen at a different angle, and floating platforms and impassible walls from all four angles must be traversed to deliver the ticking bomb to the sealed door before it explodes. Also, certain elements of the game respond non-intuitively to player input. For instance, lights on a given pillar will light up in a particular pattern for each move a player can make. Jump button, 2 trigger buttons, and 4 direction buttons each have their own icon indicated by the lights. You can imaging how things can get complicated when the main character's movement in the game world intended to operate a puzzle can simultaneously drastically alter which items and areas are accessible (and perhaps make the reword for the puzzle inaccessible). Upgrades of a sort do exist in the game. Not for the main character, rather the player is upgraded when they discover yet another way to manipulate the world to go to places seemingly inaccessible. With this knowledge upgrade, the player can then return to an area and go new places within to find objects that were obscured in previous visits. Most of the 'keys' and 'switches' in this game exist only within the player's mind. Though there are some actual keys and switches in the game as well. The gameworld is rarely spoiled by display of information of information on top of it. A notable exception is dialogs, which are often redundant anyhow. An example, a pillar with a hole and a cube in the hole is encountered. Players will probably think 'I wonder what this is'. A hint hypercube floats close to the player when they approach the pillar. Viewing the hint tells the player "I wonder what this is." Nevertheless, the same hypercube will show a thumbnail of the level a door leads to if the player has seen the level previously. There is also a sort of anti-metroidvania element to the game. As the player explores more areas, solves more puzzles, and collects more objects, voids appear in the world which will suck the player out and kill them. Thus, mobility is hindered by game progress rather than being helped. Yet again, this forces the player to try new things and discover new ways to take advantage of the relationships between game mechanics.
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Tetrobot and Co Swing Swing Submarine2013 labelminimizeminimize
Escape Goat 2 MagicalTimeBean2014 labelminimizeminimize
Life Goes On Infinite Monkeys Entertainment2014 labelminimizeminimize
Portal 2 Valve2014 labelminimizeminimize
INK ZackBellGames2015 labelminimizeminimize
In Between Headup Games (Gentlymad)2015 labelminimizeminimize
The Adventures of Shuggy Smudged Cat Games2015 labelminimizeminimize
Never Alone: Foxtales E-line Media (Upper One Games)2016 labelminimizeminimize
Never Alone: Kisima Ingitchuna E-line Media2016 labelminimizeminimize
TAIKER Team 4U2016 labelminimizeminimize
Stick Nightmare author2017 labelminimizeminimize
keyg Axel Sonic2018 labelminimizeminimize
Tomb Towers Mosaique Games2019 labelminimizeminimize
Colored Effects TACSOU2023 labelminimizeminimize
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