Non-gamers are Nintendo’s Wii little target, non-gamers were the people the PlayStation turned to gamers all those years ago and non-gamers are the market casual games are aiming for. But what are casual games (ask the masses in their booming and state-shattering voices)? Well, according to Wikipedia they are “a category of electronic or computer games targeted at the mass audience, which are peculiar for their simple rules, engaging game design, require no time commitment or special skills from an end user as well as comparatively low production and distribution costs from producer“.
A wise and brief description, that so just happens to perfectly fit the subject of this quite modest review: Sweety Puzzle. A quirky, simple and extremely addictive indy-game that comes from Thailand. Yes, Thailand-Asia. A beautiful country you really should be visiting. But, as usual, I digress. Ahhh, yes, Sweety Puzzle. Haven’t played a game like this for years: elegant, fun, retro looking and with fine music playing in the background.
The game feels like the mutant offspring of Go, Tetris and Columns. You place colored candies on a pink grid, rotate them, and apparently try to make them go pop! before you run out of time or space. It is actually one of those things that are better experienced, not described. So, just visit Sweety Puzzle’s homepage for a hefty demo; then come back here. I have not finished yet.
Sweety Puzzle has an excellent learning curve and a few very tiny glitches, mostly centered around its not-so-well Thai to English translation. It costs less than 7$ or 6 euros. Ok. Now, I’ve finished.
That’s an (eight) out of (ten).
For a downloadable or Java demo (or a purchase) of Sweety Puzzle click here. For an Independent Gaming Sweety Puzzle review, here.
Hi, my name is Gnome, a.k.a Konstantinos and I own the blog Gnome's Lair which is all about gaming in all of its many and varied guises. It is thus about computer & video games, old games, new games, indie games, adventure games, free games, board games, ludology, game creation, RPGs, books on games, games on books, and well the theory of and in games.