GooGooEyes
A couple of years ago I made this game to experiment with creating an iPhone game within the Flash IDE. This was directly after Apple determined that native compiles would indeed be allowed from Flash. I was initially disappointed with the performance, and I went in other directions, but AS3 is really a great platform and continues to draw me back. There I said it. I will eventually recompile this using windowmode direct which didn't exist at the time, and see how that improves performance. Here it is on a PC as a swf. Performance of course is of no issue here.
I borrowed from a concept we pitched at one point at Black Hammer. Thor Jensen, who was working with us at the time, came up with the game design, but by the time I implemented this it had very little to do with the original concept. The art work was created by Karl Kotas, who I partnered with in this endeavor. The mechanic is fun so this succeeds on a toy level, it is addictive. After years of building casual games I was thinking here about keeping it simple and not frustrating for casual users. The game challenge is to find each solution in the fewest moves possible. To that end there should have been more motivation through scoring. Instead there is a time bonus for fewest move solutions, and using time as a penalty is not the best solution in casual gaming. The casual gamer tends to hate to do anything over again. This is a weakness in the design.
As this was designed for iPhones with touch it does not work best here with a mouse, and the cursor is not manipulated as it should be for the PC.