LIBRARY

Games

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

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.

    Aaron — notes on Wave.