Every game in the suite is played on the same surface: a square
lattice where circles and diamonds alternate. A tile is one circle joined to one
diamond beside it, and a board is full when every cell belongs to exactly one tile.
Each game has its own page. This one holds the board they share and the list
of what exists.
Aaron — opening note. Why games: what playing the shape shows that
looking at it doesn't. A few sentences, your voice.
The board
Point at a cell to see where a tile would go; click to place it, click a tile to
lift it. The wave lines are the board’s construction: every vertical wave and every
other horizontal one. The frame leaves exactly r of solid material at its
thinnest point.
Size 8 · 16 × 16 cells · 128 tiles
Board
8
Tiles
Count
Cells
256
Circles
128
Diamonds
128
Placed
0
Room left
128
Full boards
—
All states
—
The suite
Four games carry colour names: Black, Red, Blue and Green. White, the paint
board, lives under Paint. The rest are named for what you do in them.
cover 1:1 · black
Black
complete · territory
A territory game. Players place tiles and claim ground, against each other or
against the computer at several strengths. Circle and square boards; modes
include free-for-all, mirror, middle, half, turn and random. Games can be saved
and reloaded, there is a crystalline skin, and a screensaver that plays out patterns.
Aaron — what Black is about, how it feels to play, what to try first.
cover 1:1 · red
Red
complete · spherical
The board wrapped onto a sphere. Rings are spaced the way a Mercator map spaces
latitude, and each circle’s radius is solved so neighbours touch. Tiles are placed
by holding and letting them drift into position, and the sphere can be filled
with a perfect matching.
Aaron — notes on Red.
cover 1:1 · blue
Blue
complete · memory · 16-point badge
A memory game on the 16-point badge. A combination is shown tile by tile, then
cleared, and you rebuild it. Each round draws from the badge’s 1,157 legal
combinations, climbing from single tiles toward the six-tile ceiling. Two
stagings: Deep Water, dark, and the lit ascape skin.
Aaron — notes on Blue.
cover 1:1 · green
Green
complete · dice
A dice game. Rolls decide what can be placed, under three ways of binding a
roll to the board, at a choice of roll cadences. The die tumbles in 3D; a
printable set of dice exists for playing at a table, and there is a money mode.
Aaron — notes on Green.
cover 1:1 · stacker
Stacker
complete · physics
Tiles fall and stack under real physics, contact computed on the exact arcs.
A dark main game, a lighter crystalline version, a developer sandbox with 68
sliders, and a Pong prototype built on the same engine.
Aaron — notes on Stacker.
cover 1:1 · comb
Comb
playable · puzzle · levels
A board to comb into a complete tiling. The frame stays a
smooth edge throughout, and your level is kept between visits. The circle at the
bottom switches light and dark; the diamond restarts the board, and held down,
returns to level one. Also a mode of Play, alongside Drop, Memory and Spot.
Aaron — notes on Comb.
cover 1:1 · etch-a-nuna
Etch-a-nuna
playable · two dials
A drawing toy in a frame with two dials, played on a phone turned sideways
with a thumb on each. It draws lines, or tiles that follow the direction of
travel: moving right puts the circle in front and the diamond behind. Snake is
one of its play options.
Aaron — notes on Etch-a-nuna.
cover 1:1 · puzzle
Puzzle
playable · photo
A puzzle made from a photo of your own. Drag the photo in or paste it.
Aaron — notes on Puzzle.
in design
Wave
in design · sound
A playhead sweeps a wave line shaped by the tiles you place, and the line
sounds. Still open: whether it is an instrument or a game, and when it sounds.