45 points, 2 votes, .5 TOP GAME vote
Gravel Puzzleworth: I think this will be an amazing amazing game when it’s finished (2/3 years from now) but I’m not sure I’ll ever love it as much as IV; it’s a too little too facebook in a way I can’t quite put my finger on – I really & honestly like almost every design decision they took and the 100% unifying thread of them seems to have been ‘remove the things that aren’t fun’ – I’m just not certain I like fun as much as the game’s target audience?
20 points, 1 vote
Super Crate Box is coming to bring back the glory of the golden arcade age, when all that really mattered was getting on that high score list. Grab your baseball cap and loosen your pants, it’s time to fight endless hordes of enemies and collect every weapon crate you can. Prepare for an arcade delight with interesting, refreshing game mechanics, cracking retro art and a terribly hip chiptune soundtrack.
Bamcquern: not as good as the demo version but the basic idea of collecting as many crates as you possibly can no matter how doing so will disadvantage your position is still there
5 points, 1 vote
Nhex: Simply seizure inducing. I’m hungry for more games like this.
Zappi: One of the most frustratingly difficult games ever, but somehow i love it. It’s like a pong version of Rez.
84 points, 7 votes, 2 TOP GAME votes
Forksclovetofu: PVZ kept me up past three in the morning two nights in a row. $20 might seem expensive for a desktop defense clone, but damn is this ever polished. Never stressful! And the music is incredible!
Antexit: One of the most perfectly balanced and endlessly satisfying games I’ve ever played. It’s also the only game this year that every single person I showed it to went nuts over. Almost every one of the fifty or so plants in it was my favorite at one time or another– when does that happen with the weapons in other games?
Ledge: Does this game get hard, ever? (ed. note: Nope.) I am on stage four and I think I’ve let a grand total of two zombies through, pretty much by accident. I have 2000+ sun power left at the end of every game.
JimD: Hard to even remember what I loved about this, but it’s here cos I know I spent a big chunk of my year on it and really enjoyed it at the time. I guess this is a great example of a relatively new game design trend: games that don’t need to challenge you to keep you entertained. They can just keep giving you new toys and that’ll have the same effect. It’s only valid because it’s true… well, at least until you’ve seen all the toys and then that’s it and there’s little point of ever playing it again. But hey, that’s not the end of the world: who has time to replay games these days anyway?