"We want to make the Graham Norton of video games," says Kirsty Rigden, the chief executive of Brighton-based FuturLab, which makes PowerWash Simulator. Aspiring to emulate a talkshow host who has a reputation for being affable rather than for setting pulses racing is perhaps an unusual ambition for a gaming studio.
Petit Planet is the studio's take on Animal Crossing, though with a few interesting ideas of its own. The game's most recent test took place all the way back in November, but its next big test isn't far off.
Everbound uses an 18-card construct to fill out the crew of a pirate ship. You start with your Captain and a twinkle in yer eye. And presumably a ship. Yarrrr. You'll take one of two actions per turn. Draw: Take a card from the Dock. Recruit: Play a card from your hand by paying its icon cost.
Timber Rush is about numbers going up in the crudest way imaginable, a clicker game that barely even features clicking, in which you move your woodcutter side to side as increasing numbers of increasingly silly logs fly around the screen.
This is for that friend that finishes the Wordle in three tries and solves the purple clues first in Connections. League of the Lexicon reminds me a bit of Trivial Pursuit - players or teams take turns asking everyone questions from a double-sided card with answers on the back. Questions come in five categories and cover synonyms, word origins, spelling, definitions, archaic words, grammar, linguistic trivia and more.
Games did not suddenly become "worse." Games adapted. Attention got tired, schedules got tighter, and competition for free time turned brutal. A ten-minute gap now has to fight against messages, videos, and endless feeds. In that environment, long-form sessions still exist, but short sessions often win because they respect reality instead of demanding a perfect evening. That shift is visible everywhere, from mobile puzzlers to competitive titles and even casino-style experiences where a quick crore win feeling is part of the appeal.
Shallow Regrets is an 18-card wallet game that is easy to transport, teach, and set up. All players start with 0 fishhooks, so they should be aiming to catch fish whose card backs show small shadows, indicating that those fish require 0 hooks to catch, in the early-game.
Your skyport has dual-colored stations that score when airships of the same color land in a corresponding lane next to the station. Getting a couple of tycoons to help boost your score or change the placement abilities doesn't hurt. But, there's a catch. Each airship card's ability rarely allows for getting an airship next to the intended station on the first go.