> And it was boring.
I reject your implied claim that something which becomes boring is at fault
In October 2007, Ian Bogost wrote in Gamasutra*, "Proponents argue that casual games both open up new audiences for games and make new styles of games possible, but the genre has largely floundered in copycat titles. One reason for this is a lack of imagination about what casual might mean. I propose an alternative: casual games that players use and toss aside -- one play stands, serendipitous encounters never to be seen again."
*http://www.gamasutra.com/view/feature/1937/persuasive_games_casual_as_in_.php
Here's another one play stand, that I think makes its point rather clearly after the first play:
http://interactionartist.com/classic/gameloader.php?GAME_NAME=Candy> I'm curious on how you made Tumult.
Tumult is a set of particles that use the vector field from Number28 (which resets its particles every frame) in a way that carries momentum for every particle. Here's Number28 for reference:
http://interactionartist.com/classic/gameloader.php?GAME_NAME=Number28And some others...
Drift into love, and fall back out of it:
http://interactionartist.com/classic/gameloader.php?GAME_NAME=AmorExpress yourself through the private destruction of symbols:
http://interactionartist.com/classic/gameloader.php?GAME_NAME=FireWriterEat bugs:
http://interactionartist.com/classic/gameloader.php?GAME_NAME=GotFleas(Warning! That one is sort of a videogame. I apologize.)