I have an absolute weakness for physics games, and while Civiballs isn't the strongest physics-based game, what it lacks in the physics department it makes up for a few times over in style and fun.
In Civiballs, you are presented with a few colored balls, and your goal is to get those balls into the same-colored urn on the level. The "civi" part of Civiballs is that there are 3 sets of levels to play, each representing a different civilization. While the civilization doesn't affect gameplay, the artwork for each level is beautifully themed to it's appropriate era.
To play the game, you are given only one tool - a sword with which to cut the chains that are holding the balls. The puzzle part of the game is in figuring out what order, and with what timing to cut each chain. Do it right, and all the right balls end up in the right urns, with no stray balls entering an urn (a no-no). Do it wrong, and you get to start over again.
Civiballs is not terribly deep on gameplay; the entire game can be completed in about 15 minutes. But if you enjoy this type of game, it will be a very enjoyable 15 minutes.
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Reader Comments (Page 1 of 1)
Rubito said 3:52AM on 2-20-2008
The latest attempt at new music distribution may be to give the music away free, but this is unsustainable from a cost/revenue perspective. There is not enough advertising demand available to subsidize the $30billion digital music market with ads; and if the inventory were created anyway, it would seriously deflate the display and keyword ad market.
Digital music market is now at $30 billion and rising (including illegal downloads). While digital advertising is only at $20 billion and slowing.
There's an excellent analysis at Brooding Savage blog.
http://www.BroodingSavage.com/journal/2008/2/7/ad-supported-music-1.html
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Rubito said 3:54AM on 2-20-2008
Sorry: The correct URL is http://www.broodingsavage.com/business-analysis/ad-supported-music-2.html