2006 Top 10 Games of the Year

2006 marks the fifth year of the Game Tunnel Independent Game of the Year
awards. It's been 5 great years for Indie Games capped by an excellent
2006.
While a few Independent games have gained increased mainstream exposure over the
last couple of years through Xbox Live Arcade and Steam, the majority remain
undetected, awaiting discovery by the gaming world. Creating off-beat, original,
and carefully crafted games is the heritage of Independent Game developers, and
the Top 10 Independent Games of 2006 does its ancestry proud.
Each of the games is a winner in its own right, an undiscovered gem just waiting
to be found. So dim the lights and warm up your modem, as Game Tunnel
presents: The Top 10 Independent Games of 2006.
Number 10 - Kingdom Elemental
| Developer: Scott Thunelius/Chronic Logic | Players: 1 |
| System Requirements: Windows 98/ME/2000/XP, 1 gz, 64 mb video card, 128 MB Ram, Directx 7.0+ | |
Somewhere
between tactical and real time strategy there exists a perfect blend.
Kingdom Elemental may very well be it.
Played out in the fantasy realm of Eteran, players take on the role of the 'good
guys' as they try to chase the beasties back into the realm of the shadow by
following them straight down to the underworld (not to say that the 'good guys'
are all the friendly sort, Necromancers teamed with Elfish-looking female
archers make for a very original pair).
The
mixture of play in the game is really what sets Kingdom Elemental apart.
Players pick out a small army and place units on the board like a tactical game,
and then like a real-time strategy title, the army will engage the enemy.
Most of the intrigue in the play comes from the ability to pause the game and
issue commands to each unit. In games like Starcraft and Warcraft
the special abilities of the units are often difficult to use in the heat of the
battle. The ability to pause Kingdom Elemental at any time and issue
commands to each soldier makes using the special abilities of each unit much
simpler and adds greatly to the strategic nature of their well-timed use.
Of course special-ability usage is just a part of the commands
that can be issued while the
game is paused. Players commonly spend a lot of time targeting
different enemies and plotting their own strategy to keep the goblin archers
from having clear shots at their army.
Between rounds players can use unlock points gained in the previous round to
unlock new characters or new special abilities for existing characters.
This allows for a lot of customizability in the army chosen and it's abilities.
More decisions must be made as the army is placed on the board because there is
a limited budget and a different cost to deploy each unit. These factors allow
for many interesting choices to be made when deciding what units to use.
Picking the right units and picking the right targets while deciding how to best
utilize special abilities makes for a very interesting mix that plays quite
differently from other strategy titles on the market and is wholly addicting.
Once we got the hang of the game, playing through all the levels become a quest
of undeniable desire that was satisfying through the very last battle.
Number 9 - Fizzball
| Developer: Grubby Games | Players: 1 |
| System Requirements: Windows 95/98/Me/2000/XP, Mac OS X or Linux, 400MHz CPU, 128MB RAM | |
You know what most people get really tired of in brick-breaking games?
Bricks.
Seriously! How many bricks do you need to break before they are all broken
for good? BreakQuest, from a couple of years ago, really did a good job of
creating so much variety in the levels that they didn't feel like the same
brick-breaking monotony that we've played 42 million times before. Now Fizzball has come along and done away with brick
breaking
altogether. Really! You don't have to break a single one...and you
even get achievements if you don't!
Fizzball pays obvious homage to Katamari Damacy in the way it is played.
Professor Fizzwizzle, fresh off a Top 10 Game of the Year appearance in
last
year's awards, takes to the tracks in this game with a rocket-powered
contraption that has a rounded barrier that will bounce a bubble (aka your
ball). The thing that really makes the game different is that instead of
trying to break things, you try to save them in your bubble.
Players must start with the smaller animals on the board, and as more
of them are collected, the bubble becomes larger and can then pick up the larger
animals. By the time you have completed the level, your bubble is huge and
full of all the animals on the board. The graphics of each of the animals
twisting and twirling inside the ball is something to see in and of itself.
Players progress through the levels by collecting all the animals. You don't have to break a single box (aka
'the bricks') on the board to pass (though in most cases you will, you just don't
have to). Achievements can be won by succeeding in different ways, such as
simply passing multiple levels or collecting the chicken before you collect its
egg.
Like last years Professor Fizzwizzle, the game has an up-beat sense of humor
that makes it fun to play even when things aren't exactly going your way.
Hitting the animals, for example, when they are too large to be collected into
your ball will always cause a reaction, from the hopping of a frog to the um
'spraying' of a skunk.
In the end, it's not just another breakout; you don't trade hitting that last
stupid brick for catching that last stupid animal. Fizzball is
a much more engrossing game than any other breakout we've played. The
progression of the game feels very much like the quest it is designed to be,
moving players from island to island looking to collect all of the many
different animals in the game. Each animal you collect is kept in your
sanctuary, which is maintained by the money you earn while playing. Adding to the fun is the challenge of getting combos by carefully
using the 'fan', and there are bonus levels to top it all off.
Good
games can typically be identified by the quality of the content. Sure
you've probably played games that were long or had quests or bonus levels
before. It is that rare game where you enjoy each of these aspects
without reserve that really stands out of the pack, and Fizzball certainly
stands out!
It was an easy pick as one of the best games of the year after winning our 2006 Arkanoid Game of the Year award as well as
the Kid's Game of the Year award for fun that all ages can enjoy!
Number 8 - Kudos
| Developer: Positech Games | Players: 1 |
| System Requirements: Windows 98/2000/XP, 500MHz processor, 256 MB RAM | |
Kudos
is an ambitious project from the creator of the engaging political sim,
Democracy. In
Democracy, the
goal of the gamer was to constantly adjust different societal factors in order
to best please the voters at large. Each decision involved a different level of
push and pull across a multitude of special interest groups and the game really
gave a good feeling of how difficult it can be as a politician to make everyone
happy.
Kudos aims to take a similar principle (how different actions will affect stats) and apply them to the life of a human being.
For that reason many players have looked at the game and dismissed it, comparing
it to the Sims. While the focus on improving your character's
employment and well-being while maintaining their relationships does
seem Sims-like, the games really aren't all that similar.
The fundamental difference between them is the focus of each game. The
Sims is focused on the player working with a group of people, controlling
multiple people at the same time. Kudos is really about one person. Everything from what book the
person is reading to which television shows they are watching is within your
control.
The
ultimate goal is really to experience another life. What would it take to
become a lawyer or a scientist or a journalist. Schooling and working your
way up the career ladder are definitely places to start, but without balance in
life it can be hard to really feel successful and 'happy.'
A good piece of that balance comes in hanging out with friends, but of course
that must be managed as well. You won't always have the money to go out
and even when you do, you need to make conscientious decisions about what you
will be doing and who should be invited. Honestly, if everyone put as much
thought into their day-to-day relationships with each other as they do into
their virtual relationships in this game, the world would be a better place.
Ultimately, what makes both Kudos and Democracy really fantastic games is the
amount of variety to be found in the game. There are many options
available that create a near limitless number of paths to explore. Kudos is
everything a sim game should be. It creates a situation that sucks you in
and puts you in the position of really simulating what isn't real, but feels
entirely real at the same time.
Number 7 - The Odyssey: Winds of Athena
| Developer: Liquid Dragon Studios | Players: 1 |
| System Requirements: Windows 98/Me/2000/XP, 500 MHz, 64MB RAM, DirectX 7.0+ | |
Winds
of Athena is based, as one might expect, on Homer's classic Greek epic (The
Odyssey) detailing the journey of Odysseus who is
attempting to return home after the legendary Trojan War (which his crafty mind
brought an end to). Gone at war for a decade, Odysseus' only wish is to return
home to his wife Penelope and his son Telemachus. Poseidon, however, is less
than pleased with Odysseus and engineers one hell of a road-trip for our
beleaguered hero. If you're going to borrow a story, there is possibly no richer
tale in history to take from than the Odyssey. The tale is filled with nearly
endless adventure and imagination.
But what kind of a game is Winds of Athena? It's an arcade-puzzler, essentially.
Each level consists of attempting to get a requisite number of Odysseus' ships
and men from Point A to Point B. Along the way are many obstacles and enemies
that attempt to stop the men from returning home. Sounds pretty normal, right?
Well, so far, it is. The real magic of Winds of Athena comes in the way the game
is controlled.
You, the gamer, are a God with a top-down omniscient view of the seas that the
men sail upon. You also have the power of a God to influence the world below...
but you can only influence. By clicking and dragging through the water you can
create swirling ocean currents that force the ship in particular directions. By
clicking the mouse inside your wind circle on the screen and rotating in a
clockwise motion you can call forth great winds that push boats directly
towards their goal. Each of these central movement mechanics have their dangers,
though. Currents react in a surprisingly realistic and capricious manner. They
don't merely form a straight line as the gamer draws it. They start straight,
but begin to fade out in swirling vortexes that might send your ships whipping
back in the complete opposite direction. Much care must be taken in forming
currents. Winds, too, fade over time and must be maintained to be of any use at
all.
The
mesh of game and game-world in
Winds of Athena is nearly flawless. There's no
clunky clicking of arrows or drop-down magic menu to select. There's the wind, the sea and the
hands of the Gods. It's simple and wickedly challenging at the same time. Gamers
frequently take movement for granted. Press left, move left. Press jump, then
jump. Winds of Athena forces the gamer to take care and plan not just their
movements, but the way in which they make those movements. Too much wind and you
might beach your boats on a shoreline. Carelessness with currents could swirl
your ships directly into a deadly reef. And this is to say nothing of the
enemies. The need to continually abandon navigation efforts to do battle with
the forces that face the ships leads to some truly manic and awesome gameplay.
The
mechanic is very original, giving players a rare game where they don't directly
control the characters, but instead interact with the game's environment and
enemies through a variety of actions that each require skill, timing, and a
solid strategy. From creating currents through the water to guide the
ships, to whipping up the wind to blow them forward, Winds of Athena provides a
unique experience that we awarded with the 2006 Game of the Year Award for
Innovation, and we are happy to include it as one of the top games of the year
as well.
Number 6 - Dawnspire: Prelude
| Developer: Silent Grove Studios | Players: 16 |
| System Requirements: Windows 2000/XP, 2 GHz CPU, 512MB RAM, DirectX 9.0c+, 128MB Video Card with Pixel Shader 2.0 | |
Dawnspire:
Prelude is unfortunately often mis-categorized as a MMORPG. Clearly the
people who label the game as such need to start playing games before they
try to categorize them.
If they did they would find that not only is Dawnspire NOT a MMORPG, it's
not even an RPG. What is Dawnspire? Well it is fun, really
fun, and maybe that should just be the rating as well as the category.
Dawnspire plays a bit like Counter-strike. It is a team-based game of
capture and keep the relics set in a fantasy world. Each player creates a
character, from one of the five character classes, and then divides
skill points out giving their character special
abilities. The abilities vary based on the character class and
include offensive and defensive abilities similar to those you'd find in an RPG,
with abilities such as healing and resurrection thrown in for good measure.
Ah, you say. Sounds like an RPG. However, in this game you never
level up. Your character never gains more points or becomes more powerful.
You can reassign your skill points to try different combinations of skills, but
you can't ever create a character more powerful than the one you first started
with. In essence, Dawnspire is an multiplayer PvP action game with very
customizable character selection.
Once
players have the slightly quirky player movement down they'll be amazed at how
intense and fun team combat is. Players can infinitely respawn which puts the focus of the confrontations on more
strategic play.
Team play is absolutely crucial to winning. Small groups of 3 or more can be
quite effective, but players who try to go it alone will quickly find that they
don't live long. The required team interplay makes the game rather
social in a frantic "can't stop and chat for a minute or you'll lose the game"
sort of way. It's a mix that works extremely well and makes for fun short
games that are exciting and eventful.
Dawnspire is an interesting mix of its own ideas about character creation in a
fantasy world and intense moments of battle that are similar to those that so
many people look forward to in MMORPGs, without the character leveling that
creates a barrier between veterans and newbies. The intensely fun
multiplayer battles already won it our 2006 Multiplayer Game of the Year, and
now have placed it in the top games of the year.
Number 5 - Virtual Villagers
| Developer: Last Day of Work | Players: 1 |
| System Requirements: Windows 98/2000/XP/Me, 96 MB RAM, DirectX 7+, 300 mhz processor | |
Living on an undiscovered island with a small group of people who are trying
desperately to survive is an adventure that most everyone dreams about at one time or another.
Virtual Villagers
lets players live that dream as they control a small struggling group of
survivors on a nearly deserted island.
In
a lot of ways Virtual Villagers shouldn't work.
It isn't a game in the way
you normally think of a game. Much like its predecessor
Fish Tycoon, you
don't really play Virtual Villagers. The game is built to run in
real-time, which means that your little sim islanders are carrying out their
business while you are watching TV, at work and even when you are sleeping. All
you have to do is give them a nudge in the right direction. Don't get too
comfortable though, leaving them
alone too long without direction is a good way to find the village covered with
bleached bones when you return.
Virtual Villagers
is designed to be a sim game with puzzles. There are 16 puzzles that need
to be solved by your villagers. To unlock the puzzles you will need to raise
your villagers up to specific ability levels, complete the prerequisite puzzles,
build up to specific tech levels and keep a watchful eye on your villagers and
observe how they react to
objects in their environment.
You
give the villagers
their instructions by grabbing them and moving them around the world map and
dropping them on or near objects. For example, dropping them on the berry
bush will encourage them to forage for berries, dropping them on the wreckage on
the shore will encourage them to clean it up, and dropping them on each other
will encourage them to ... um ... increase the number of babies in the village.
A major piece of the game is research. Assigning villagers to do
research will increase the player's tech points, which allows for the unlocking
of new abilities such as farming and ancestor burial. However, players
have to be judicious about where their villagers are 'dropped.' Assigning
out too many villagers to tasks such as research and healing may leave not
enough people to gather the food, and when the food is gone the villagers will
soon perish.
Virtual Villagers
tops it all off with a bit of randomness to keep the game fun and variable.
Each of the villagers has their own personality with likes and dislikes that can
be viewed from the villager detail screen. They may like running, which
will be apparent on screen as, with a watchful eye, players will notice the villager
pick up and run across the screen for no apparent reason. The inclusion of
this detail adds a lot to the variety of the game and makes each little villager
feel more real.
The
game also has random events, such as crates washing up on the beach. How
players respond to these events will completely alter how the game progresses.
For example, choosing to eat the whale will certainly give a lot of food, but
returning it to the ocean so that it can live may increase your tribe's
spirituality tech level. Between the real-time play of the game and the soothing
music that so well captures the feel of relaxing in a beautiful place, Virtual
Villagers is a wonderfully crafted game that has won over many people and
captured our
2006 Sim Game of the Year award as well as finishing in the top 5 games for the
year.
Number 4 - Master of Defense
| Developer: Voodoo Dimention | Players: 1 |
| System Requirements: Windows 98/Me/2000/XP, Pentium III 500 MHz, 128 RAM | |

Master
of Defense is a blast to play. The concept of the game is super-simple. You have
these villagers, see, and these monsters, right, and the monsters want to kill the
villagers. So, you build big freakin' towers and have them shoot at the
monsters and try to kill them. BAM! That's the game in a nutshell.
The progression of gameplay is very simple. Monsters originate from Point A and
walk or fly or crawl or lurch unerringly towards Point B at which point they will kill X
number of
villagers or the villagers will kill them.
The gamer's goal is, by managing
gold resources and experience points, to
lay down an iron-clad defense. Gold is used to purchase upgrades for towers or
new units and experience points are used to level up either tower attributes,
magic types, gold earned or villager hardiness.
There's a sizable bestiary of creepies in the game, but they all behave more or
less the same, the only differences being hit points, appearance and speed of
movement. There are four tower types (ground attack only, air
attack only, a mixture, and an ice tower to freeze enemies), a fire trap to lay
on the road and, after the third level, a balloon to hover over the action and
drop bombs on the enemies. The scarcity of units is made up for by the fact
that with each level up of the unit its appearance changes until it's hard
not to nod approvingly and think that you really ARE one bad mother for making
them.
Where
Master of Defense really works is in its simplicity. The game starts out
and ramps up quickly, but at no time does the player question what they are
doing. Simply build the towers in the right places in order to defeat the
enemies.
Placing the towers is the first bit of strategy. As the paths curve, and
the towers each have a round firing radius, it
behooves players to carefully place their towers where they will have the most
coverage of the path. However, there is also a lot of strategy in
considering what a tower's increased firing radius will be in the future as the towers
are leveled up. Using a solid combination of land and
air attack towers with well placed ice towers to slow the baddies down is really
all there is to the game. Like most good games, being simple doesn't
hinder the game at all, in fact that's what makes the game so enjoyable.
It's breezy fun to lay down units and scramble to beef them up or add new ones
to fill the holes in your defense. A sliding bar to control the game speed helps
slow the action down while setting up and helps speed things along in between
waves of enemies (some levels have you facing down as many as 35 independent
waves of enemies).
It's
the mark of a great game to entertain you and to leave you wanting more and
Master of Defense certainly succeeds in that area. Players who complete
the game find themselves drawn back to the simplicity of the game play and the
difficulty of perfecting the strategy. It's an addicting mix that any gamer would have
a hard time putting down. We certainly enjoyed many hours of the game here
at Game Tunnel and were proud to award it our 2006 Strategy Game of the Year
award.
Number 3 - Titan Attacks
| Developer: Puppy Games | Players: 1 |
| System Requirements: Windows 98/Me/2000/XP, Mac, Linux | |
Gamers
that are introduced to Titan Attacks will naturally assume the game is a Space
Invaders clone, because at first glance, that is what the game seems to be. A longer look
at the game will prove that the title is more than that. It's an awesome blend
of old and new, a fantastic pixel-retro homage to the golden days of the arcade.
Once the gamer progresses far enough into the game things become a kinetic blend
of Galaga and Space Invaders with far more depth to it than either of its
inspirations can boast.
A bit of that depth comes in the weapon upgrade path. Cash earned through
each level can be used to purchase upgrades such as additional shields, more
powerful guns, additional bullets, a faster ship, bombs and add-ons for the
ship. Managing these upgrades is vital, too. Shields are all-important, as the
gamer will only be afforded a single ship for their adventure and will be given no
continues. The proper balance of speed, power and protection is very tough to
iron out and will likely vary heavily from gamer to gamer.
It's not just upgrades that make the game a rich experience, either. Every level
the gamer manages to avoid being shot boosts a point multiplier for the next
level, raising the rewards for every alien ship taken out. Bear in mind
however, that the game's difficulty automatically adjusts to the level of
the multiplier.
The better you're doing, the harder the game
becomes. Is it a good
plan to get hit every now and then to tone down the difficulty? That all depends
on how high you're aiming on the high score boards and how many shields you can
afford to purchase. Beware that the more you're hit, the easier it is, but the
less cash you make to keep yourself alive and the lower you'll score in the
online high score list.
During gameplay, certain ships will come crashing to the ground instead of
simply exploding into nothingness when hit, causing them to act as another
missile to dodge. Other exploded ships will release an alien escapee who will
come
parachuting to the ground and who can be caught for a cash bonus. Advanced levels
feature environmental hazards as well, such as falling asteroids.
These are very simple gameplay tweaks in the overall scheme of things, but their
aggregate effect is a shooter that requires thought beyond the requisite
thinking process of "left, right, shoot, bomb".
Titan
Attacks is a solid bit of gaming any way you slice it. It's hard to screw up a
classic format like Space Invaders or Galaga and PuppyGames doesn't just get it
right, it makes it better. The look and feel of the game is hip and new and full
of style and the gameplay itself is filled with the simplicity that keeps the
old classics popular after so many years and through so many technical advances.
It's a rare package of neo-retro goodness that every gamer should enjoy.
Number 2 - Eets: Hunger. It's Emotional
| Developer: Klei Entertainment | Players: 1 |
| System Requirements: Windows 98/2000/XP, 500MHz processor, 128 MB RAM | |
Pure and simple,
Eets is a fun piece of gaming. Nearly everything about Eets oozes whimsy. The art, the characters, the levels, the sound, the awards.
Everything.
Very reminiscent of the art to come out of the Alien Hominid studio, The
Behemoth, Eets himself is a quirky and endearing protagonist. Eets behaves like
the Lemmings of old and will walk unerringly straight ahead, to his doom if
players let him.
His behavior changes according to his mood (angry, happy,
scared), which the gamer can alter (among other ways) by placing mood marshmallows on the ground in
front of Eets . He'll devour whatever lies in his path and
then assume the emotion that object confers. Scared Eets will be too
frightened to leap off of ledges and will move slowly and silently. Happy
Eets will bumble merrily along and hop off and ledges he gets to. Angry Eets
storms around the the stage and gives a huge leap off of any ledge.
Emotions are probably the key to the charm of the game. True, the art is vibrant and
the characters are all fun and unique creations and of course the variety of the
world art as you move through different lands is interesting. But where player's
will really enjoy Eets is in the fact that you don't feel like you are
controlling a mindless Lemming-esque creature. It helps that there's only one
Eets, but more importantly, you are messing with his emotional
state. You may find that you don't want to feed Eets scared marshmallows and
hear his frightened squeak, but you have to get the job done. He becomes
something of your little brother, your charge, your little buddy.
With those simple beginnings Eets begins to take shape as a Puzzle game
extraordinaire. Reminiscent of The Incredible Machine, players place various objects on the screen and then click 'Go' to put everything into
motion. Timing and placement are everything as setting up the correct
chain reaction can be the difference between life and death.
Fortunately there isn't always one right answer, which gives players a lot of
leeway in how they approach the levels. What's more, there is quite a bit
of variability in the objects at the player's disposal. Progressing through
the levels, players will be introduced to new items at a reasonable rate, which
keeps the game both challenging and interesting. Many of the 'items' are
living beings complete with their own animations and silliness. Whenever a
game is making you giggle, the developer should be patted on the back for doing
something right.
There
are a fair number of levels to the main game, but that's just the beginning as
the game includes the ability for users to play custom-created maps that can be easily downloaded from the Eets website (about 200
are just waiting for you at this very moment!). The maps expand the life of what was already a game full of life
(and emotion). If you haven't played Eets yet you are missing out on a
great game...the emotional winner of the 2006 Casual Game of the Year award.
2006 Game of the Year - Gumboy Crazy Adventures
| Developer: Cinemax | Players: 1 |
| System Requirements: Windows 2000/XP, DirectX 8.0+, 1 GHz CPU, 256 MB RAM, 32 MB Video Card | |
Gumboy
Crazy Adventures is, as the name would seem to imply, very quirky. In
Gumboy, the gamer takes control of a small creature that, frankly, is hard to
categorize.
He's a ball, and he's smooshy and resilient like a ball of gum, but is drawn so
it looks as if he has a scaled and armored top. Suffice it to say, he's unique.
The gamer rolls Gumboy around each level using the arrow keys or gamepad and
uses momentum and the angles of the level to propel Gumboy through various
obstacles. There is the occasional power-up to help move things along, but the
basic principle is the use of speed and the environment to propel the action.
Gumboy isn't always a ball of gum. In some levels (and with some
power-ups), he can begin as a square or a star, which changes the way he moves
through the environment. In each of these forms, Gumboy can also become an air
or a water version of himself. With each variant, Gumboy moves through those
spaces as well as he used to do along the ground, but he must now avoid sharp
outcroppings, lest he be popped.
Playing Gumboy is like playing through a work of beautiful fantasy art. All of
the levels have a wonderfully intricate and vibrant look that feels hand-drawn. Leaves are
drawn with detailing that includes their creases and cracks. The graphics are a huge highlight of
Gumboy Crazy Adventures. The lighting and particle effects in the game are top
notch as well. Pushing fairy
dust around in the early levels is an especially fun effect, taking good
advantage of both the game's physics and its lighting.
The objectives in Gumboy are as nebulous, vague and intriguing as the game
itself. The game as a whole has the feel of being a foreign product ported to
the states. There's no real explanation as to what Gumboy is or why we guide him
around, but part of the spirit of the game is that we shouldn't care.
Mostly,
Gumboy rolls through levels activating events by rolling into and over items and
checkpoints. He seems to be doing all this as the agent of mystical creatures
that dwell in the environments he travels through. A forest elf needs fairy dust
collected and brought to him, a tree spirit is missing his little bean pet, etc.
Gumboy, without arms or legs,
essentially becomes repellent to transport these objects around levels and
return them to their caretakers.
Which brings us to the physics and controls in the game. Everything has a lot of
bounce in Gumboy, including the protagonist himself. When Gumboy is rolling, the
way he speeds through the levels and careens off the environment is reminiscent of Sonic the Hedgehog. Where Gumboy runs (rolls) into problems
is that it requires a fair degree of precision inside of a control scheme made
to be loose. Nailing down the exact speed and angle that Gumboy needs to hit an
object or bounce off a ledge can, at times, be frustrating. Thankfully, the game
is very forgiving and the gamer will get as much time as they need to finish a
task.
Gumboy
is a stellar title, with great visuals, quirky sound and an endearing premise.
It is a game that is equally unique and innovative as the oft-compared Gish.
Gumboy is the kind of game that really shows what independent games are all
about, it's a game that every gamer should spend hours getting to know better.
Those who do will be rewarded with a unique experience that rolled away with our
award for Adventure Game of the Year and completes the journey by winning the
2006 Game of the Year award.
Other Awards & Game of the Year Award History
Genres:
Action Game of the Year
- Titan Attacks
Arkanoid Game of the Year
- Fizzball
Casual Game of the Year
- Eets: Hunger. It's Emotional
Quest/Adventure/Platform Game of the Year
- Gumboy Crazy Adventures
RPG Game of the Year - FastCrawl
Sim Game of the Year
- Virtual Villagers
Sports Game of the Year
- Motorama
Strategy Game of the Year
- Master of Defense
Technical Categories:
Game of the Year: Graphics
- Steam Brigade
Game of the Year: Sound - Aveyond
Game of the Year: Innovation - The
Odyssey: Winds of Athena
Game of the Year: Multiplayer - Dawnspire:
Prelude
Special Awards
Kid's Game of the Year - Fizzball
Webgame of the Year - Dodge that Anvil!
Technical Excellence - Minions of Mirth
Freeware Game of the Year - The Blob
Player's Choice Award - Steam Brigade
Independent Game of the Year History:
2007
- Aquaria
2006 - Gumboy Crazy Adventures
2005
- Oasis
2004 - Gish
2003 - Starscape
2002 - Mutant Storm
By: Russell Carroll
Posted: Saturday December 30, 2006






