Tag Archives: flash

Jelly Jumper

Looking for a Flash game that will test both your reflexes and your skill at solving puzzles? Then give Jelly Jumper a try!

A shot of the first level–deceptively easy!

Basic Gameplay

In Jelly Jumper, you control a cute little guy made of green jelly, and you’re trying to jump him around a virtual, generic black keyboard, in which certain keys are traps, certain keys are helpers, and certain keys are just there to give you fits. The goal is to jump on all the green-highlighted keys, and if you can do it within a certain number of jumps, even better!

These are your targets–jump on all of these in a level to complete it.

You move the little guy around the virtual keyboard with your arrow keys. If you venture too far off the keyboard, your poor little jelly man will die, but any regular black keys (unmarked) are always safe zones.

The Various Types of Keys









  • Bomb Space: instant death if you hit it.
  • High-Jump Space: propels you much higher into the air so you can get across bigger spaces.
  • Opposite Space: you move in the opposite direction from normal. Example: if you hit the Up arrow key, you’ll move down the keyboard instead.
  • Random Teleport Space: will put you on another section of the keyboard when you hit it.
  • Fall-Away Space: falls out from under you once you hit it, kinda like the donut blocks in Super Mario Bros.
  • Protective Space: creates a protective bubble around you when you hit it, so you can touch down on a bomb space without fear of death for the next jump.
  • Matching Teleport Space: always occurs in pairs–when you hit one, you’ll instantly be transferred to the other one.


This takes precision, patience, and a little luck, especially as you level up. The first level (pictured at the beginning of this post) is quite easy, but a little farther into the game you get levels like these:

This is the most irritating level I’ve gotten to so far. The black keys are your only safe zones–no wonder this level is called “Stepping Stones!”

No, wait, I take that back, THIS is the most irritating level I’ve done so far. See all those matching-teleport spaces along the top? You can’t tell which one is linked with which; you just have to jump on them and find out where they each take you! Ah, experimentation…

Playing this game, you will get good at pressing the arrow keys JUST long enough to propel you to the target without overshooting it. Getting a run-and-go can help you on certain levels where your targets are spaced farther apart, but on some levels, it pays to just jump in a safe place for a little while if you need to get your bearings. Don’t worry too much about trying to do the level in a certain number of jumps, especially if you’re just starting out. You don’t get penalized or lose progress for jumping 20 times in a level which usually can be done in 3 or 4…trust me, I tested those limits quite thoroughly. LOL

As the game progresses, you’ll find more and more bomb spaces surrounding your targets, promising instant death at a touch…you just have to keep your cool and not move too rashly. Also, beware of moving spaces–those bomb spaces and teleportation spaces can and do move around in a few of these levels!

This game is an excellent combination of a puzzle game and an action game–it makes you think, but also makes you work your gamer reflexes.

To Play:

Jelly Jumper at JellyJumper.com


If you’ve ever liked the style of Magic: the Gathering, but never felt like collecting the cards, here’s a free Flash game for you–Mytheria!

Basic Gameplay

Mytheria is basically a Flash version of Magic: the Gathering, with a few teeny-tiny rules changes. For instance, instead of being able to draw and play mana cards (resources to pay for spells) every turn, you choose at the beginning of your turn whether you want to increase your mana pool or draw a card. Also, you don’t have any “mana cards” to play at all–the mana pool is separate from your deck of cards.

A screenshot of the tutorial stage–you play with a preconstructed deck and much of the gameplay is explained to you through popup text boxes. Vital info for each player is on the right, play area is on the left.

A sample game, with an Aura (permanent spell) in play on the right side, and a creature or two in play on either side. The half-transparent creature on the opponent’s side was used to attack last turn, so it is unavailable to block with (like tapping a creature to attack in Magic).

Now, normally I would go into all the essential rules and know-how in this section, but someone else has already done it, and done it very well, I might add! Thus, I give you the following Mytheria walkthrough that covers most of the basics of gameplay.

However, there is one part that the above guide and the in-game tutorial both leave out: the philosophies and typical gameplay of each color in the game.

The Color Pie: Each Color’s Abilities

Mytheria, like Magic, works off five basic colors. To play Mytheria well, you need to be versed in how each color plays, as well as what type of gameplay you prefer so that you know how to build your own deck when the time comes. (More about building your own deck in the Game Progression section of this article.)

Each color does have combat capabilities, but each color also has its own spin on what it does besides combat (and what it does with creatures). Each color also has a bit of unblockable combat damage and penetrating combat damage (you block, but if there’s damage left over, it gets through to you).

Major Creature Type: Soldier

  • Gains life
  • Prevents attacking
  • Has lots of small creatures
  • Enhances creatures with Auras and Modifiers
  • Destroys creatures by paying life
  • Destroys Auras
  • Gives creatures back some Strength
  • Can draw extra cards at beginning of turn

Major Creature Types: Myrkin, Soldier, Animal

  • Destroys Auras and creatures
  • Weakens creatures
  • Manipulates opponent’s mana pool
  • Gains a tiny bit of life
  • Trades life points for mana
  • Bounces opponent’s creatures back to hand
  • Draws cards
  • Stops opponents from playing cards

Major Creature Type: Soldier

  • Uses lots of little creatures for combat damage
  • Targets opponent and enemy creatures with burn spells
  • Plays very aggressively
  • Gains a teeny bit of life
  • Boosts creatures with both Auras and Modifiers
  • Destroys Modifiers

Major Creature Type: Robot

  • More focus on “unblockable” damage than other colors
  • Boosts Robots’ strength
  • Sacrifices creatures for life gain
  • Destroys Modifiers
  • Pings creatures
  • Makes opponent ditch cards from hand
  • Brings down opponent’s creature strength

Major Creature Type: Shadow

  • Destroys creatures
  • Damages self in order to damage opponent
  • Effects life loss
  • Trades cards in hand for creature Strength
  • Discards cards
  • Takes away abilities of creatures
  • Trades creature Strength and opponent’s life total for self life total
  • Trades mana for life points

Game Progression

You have to beat each of the prescribed missions first, beginning with the (awesomely detailed) Tutorial and all the way through to the end, to officially “beat” the game. But that doesn’t mean you stop playing!

Deck Builder

After Mission 6 is complete, you unlock the Deck Builder option, which allows you to go in and build your own deck to use on missions. No longer do you have to suffer through playing the all-red decks of the beginning few scenarios; you can build whatever you like to stomp the opponent!

Card Limits

Keep in mind that some cards are limited to how many you can put in your self-built deck. Most have a limit of 5, but some, like Commander J’Ardan and Scythian Elite, can only have 2 or 3 in a deck. With a max of 60 cards allowed in your deck, take time to balance what you’re putting in your deck and remember these limits.


You also unlock the Challenges section after you complete Mission 6. Challenges mainly involve defeating opponents playing super-strong mono-color decks, as well as winning a game when you only began with 10 health (or even 1 health!).

Completing challenges allow you to unlock special locked cards in the Deck Builder, which are quite epic cards…but I’ll leave that for you to discover on your own. Have fun!

Play the game: Mytheria

Bride Hair Dresser Game

As one of the only good, true hairdressing games I’ve ever played, Bride Hair Dresser stands out. I was so distressed when the site I had been playing it on apparently closed down, taking this game with it–so I was very happy to find a mirror copy on another site.

Let me take you through it and show you all the imaginative fun you can have with this great Flash game. (Also, it doubles as a way to plan and play with your own wedding hairstyle without having to set foot in a salon first. Woot!)

Basic Gameplay

You start out with a virtual model with long hair, which you can style in thousands of different ways.

Off to the right is your hairstyling stand, with all the tools of the trade at your disposal.

The scissors cut one lock at a time at predetermined lengths; the curlers create spiraled ringlet curls on each lock. The pink bobby pins create a neat topknot-style bun (click multiple times to get more of the hair included into the bun), while the multicolored clips create a messier bun look (again, click multiple times to include more hair in the bun).

The sparkle spray gives a swirling array of glitter all around the model’s head; the dryer blasts the sparkle spray away if you don’t like it. The brush is a complete “Undo” button, taking you back to the default look, and the flatiron gets rid of curls, pins, and clips (but not sparkles, or the cuts you made to the hair).

Lastly, the bottles of color at the bottom of your hairstyling stand lend your model totally different looks–from vampy dark to cotton-candy pink! (By the way, the orange bottle on far right is the default color.)

Simple Styling

You can curl all her hair (including the bangs) with the curlers…

Or you can put it all up into a topknot bun with the bobby pins…

…or even style it all into a messy bun with the clips.

And yes, you can even cut most of her hair off into this pixie-ish ‘do if you like!

Combining Two or More Styling Tools

You can put the four outermost locks into a bun, cut the two remaining locks shorter, and then curl them, for a tidy and perfect look…

…or you can go crazy and curl that short pixie style into this mess of curls…(this look is so much fun!)

…and even combine clips and curls for this more organic look.

Examples of Color

Deep brown, a little shorter, curled and darkly sparkly! (The sparkles come out as different colors depending on the color of the hair.)

Bright green with teal sparkles sets off a neat bobby-pin bun and tiny ringlets curled just behind the ears.

Cutesy purple (sparkly) hair and messy bun, with long curls at the front added for an extra touch of glam.

And Don’t Forget Accessories!

This white/yellow flower veil works well for most “down” hairstyles, but not topknots or messy buns ’cause it gets in the way.

This veil doesn’t get in the way of the higher hairstyles, and it seems to work well for just about every type of style you can create (though it won’t go with every hair color…)

Truly an accessory that works with all the various heights and colors of hair you can get.

This works best with “down” styles as well…and something that isn’t bright green or neon yellow. LOL!

Pretty silverish pearls… ^_^

Silver drop-style jewelry…very delicate!

And to echo the bouquet, flower earrings and a necklace. 🙂

A Mini-Lookbook

Pretty in cotton-candy pink ringlet curls and matching pink veil.

Multi-level teal curls with a tidy bun and white-flowered veil.

Messy red bun with short choppy layers below, and only a bit of flowery jewelry.

Play the Game:

Bride Hair Dresser

(P.S. Happy birthday to me! ^_^)

Thanksgiving Special: Loops of Zen

While you’re in your tryptophan-induced haze after mounds of turkey, dressing, and more sweet potatoes than you could ever want to see in a year, why not enjoy a game? Loops of Zen is that odd combination of rest and challenge–a peaceful yet thought-provoking game.


It looks and sounds fairly basic and simple: get all the curves, lines, and wavy pieces to link together into a shape that leaves no loose ends exposed. Not all lines need to be connected to the SAME shape–i.e., you could have random curves forming two separate circles and still win the level. To connect the various pieces together, you’ll have to turn them 90 degrees at a time with just a click of your mouse, until the game is satisfied that there are no loose ends remaining.

This, however, is more challenging than it seems, as you get fields of random lines and curves looking something like this:

Somehow, you have to make order out of this chaos. And it CAN be done–just click around, explore various ways to connect the pieces together.

I find that it’s something like a curvaceous form of Tetris, without the time limit. It takes time to plot your next moves, to turn pieces to their best advantage. You may have to form several different shapes before you hit on just the right one, and Loops of Zen does not penalize you for that. It only counts how many levels you completed, not how long you took to beat each level. (I love that about this game!)

A Sample Game in Progress

Below is a series of three pictures showing how I progressed in solving one of the game’s many svelte puzzles:

This is what I started out with. Hmmm…well, there’s a tackle-able mess at bottom right, let’s get that shored up first. But what can I turn to connect all those wonky pieces at top left?

Well, that got some of the randomness from the other side of the picture out of the way. I still have the wonky lines at top left, though.

Kinda looks like two aliens sitting and having a conversation, now! XD But what am I going to do with that random curve at top middle, and that random straight line at bottom middle? Not to mention the “arm” off the left “alien guy” shape. LOL, this gets funnier by the minute!

Bonus Section: The Music

Loops of Zen is kind of unique among Flash games in that it has an absolutely beautiful and appropriate song as its background. The song, “Surrealism” by XGamer, was an instant favorite of mine as soon as I played the game the first time. Its darkly flowing chords in F-sharp minor provide the perfect ambient-trance backdrop for this game, and it’s one of the reasons I enjoy this game so much.


If you want a Flash game that is utterly different from everything currently out there, I strongly suggest you check this out. It will make you think, and yet it is relaxing, too…perfect for an afternoon with a full belly and a comfortable chair. 😀

Play the game: Loops of Zen


If you’re looking for a challenging game that is a little bit old-school and a little bit new-school, Kaboom! is for you. Get in the “Kaboom Zone” and you’ll be in the high levels before you know it!

Basic Gameplay

In the game, a spooky pair of eyes in the darkened upstairs window of a house is throwing bombs out the window to the ground below. You have no character onscreen–instead, your mouse cursor controls a well-patched trampoline. With this, you have to protect your ground from the assaulting bombs.

Catch the black bombs with the trampoline and help them bounce their way harmlessly off-screen to the right. If you let a black bomb touch the ground, it will explode and make you lose 1 of your 5 lives.

Sometimes the little guy in the house will toss out one bomb at a time, and sometimes he’ll throw out 3 or 4 in rapid succession. It’s all about how fast you can juggle those bombs with your mouse cursor–there are times when you have to slide your trampoline under the bombs like a baseball player stealing second base!

Now, if a red bomb appears, avoid catching it–the red bombs will hurt you and make you lose 1 of your lives!

Sometimes, the guy throws out colorful letters instead of bombs. Catch these and help them bounce off-screen if you can spare the time–you’ll get an extra life if you completely spell out the word “KABOOM.” If you just can’t catch the letters (as in, you’ve got enough bombs in the air already), don’t worry; the letters don’t make you lose a life if they hit the ground.


  1. I find it easiest to place my cursor in the horizontal center of the game window, and move back and forth as needed.
  2. Don’t look at your “lives left” total, your score, or anything else except for the bombs falling out the window. Let your attention wander and you’ll be sunk!
  3. Sometimes, your trampoline just can’t catch every single bomb; don’t let one failure to catch a bomb distract you from the other bombs on-screen. (It’s a life lesson in handling failures! LOL)
  4. The moment you bounce a black bomb into the air, be ready for another one to fall. Especially when the screen is chock-full of bouncing bombs, you have to stay alert if you don’t want to lose all your lives in one round!
  5. Don’t always dive for the colorful letters. If you have a choice between bouncing a letter and bouncing a bomb, go for catching the bomb every time.
  6. Watch the way the bombs fall. Some will bounce fast once or twice across the screen, and some will bounce slooooowly, taking for-EV-er to cross the screen. Pay closer attention to the slower-bouncing bombs!

Play Kaboom: Kaboom! at FreeOnlineGames.com

Castle Wars

This Flash game has been a longtime favorite of mine ever since I discovered it a few years ago online. It’s like Magic: the Gathering meets tower defense! (Curious to see how these two game styles combine? Read on to find out!)

Basic Gameplay

You can play 1-player or 2-player (2-player mode works by having two people play with the same computer, just on different turns). There is also an option for Multiplayer, where you can join a playing room as a guest or as a member and play Castle Wars with others. (For experienced players, there’s also a selection for “Card deck,” where you can build your own deck to face off against opponents, human or computerized. I usually just go with the default deck they give me.)

Here’s how the screen looks as you play the game. Your “hand” of cards is displayed at bottom center; your “castle” (your life points, if you’re used to playing Magic) is blue and on the left, while your opponent’s “castle” is red and on the right.

Each castle has a fence in front of it that starts off 10 units high–this fence is like creatures in Magic that can block combat damage for you. When you have no more fence left, the castle has to take all the damage directly; this is just like when you have no creatures in Magic, you have to take all the hits to your life points directly.

Whenever either player’s castle hits the ground (reaches “0”), they lose. Whenever either player’s castle reaches 100, they win. Your objective is to either take your opponent down to 0 or build yourself up to 100.

Resource Points

As pictured in the screenshot at left, you start out with your castle at 30 and your fence at 10. You also start with 5 resource points in each color, which help you play spells, and 2 of each helper (builder, sorcerer, or soldier).

You will gain resource points every turn based on how many helpers you have in each color. Say, if you had 3 Sorcerers but only 2 Builders–you’d get 3 Blue resource points and 2 Pink resource points every turn.

Best part: these points stay until they are used, so you can build up your points over several turns to be able to play bigger spells.

Card Types

There are three colors of cards, denoting the three types of cards in the game. You can only play one card a turn.

  • Pink cards are “building” cards, all focused around building up your castle and fence.
  • Blue cards are “magic” cards, focused around boosting your own resources and controlling the opponent’s resources, with one powerful building spell and one powerful destruction spell included.
  • Green cards are “weapons” cards, focused around damaging your opponent’s castle and taking away its resources. There is a really strong destruction spell included in Green as well.


Blue is the most flexible of the colors, since you can pump up resources in all three colors with Blue cards, as well as build your castle and take down the opponent’s castle. But you’ll need all three types to win. Pink keeps you in the game while you’re waiting for a good Green castle-damaging spell; Blue helps you build up your resources so you can cast bigger spells to either build yourself up or tear your opponent down. And Green harries your opponent, making them waste their one spell a turn on building themselves back up.

Whenever you see a Blue card marked “Sorcerer,” a Green card marked “Recruit”, or a Pink card marked “School,” play those ASAP–they will increase the number of resource points in that color that you get per turn. This is like playing a land card in Magic; the more you play, the more resource points you’ll get back every turn.

You start out with 2 points in each color, meaning that you’ll get 2 points of resources in each color per turn, and they do carry over from turn to turn. That way, you can build up resource points to play the larger spells.

You’ll notice in this screenshot that certain cards show up darker-colored than the others. Those cards are the ones I don’t have enough resources to play yet; the brighter cards are cards I can play this turn. Just like Magic, you have to have so much of a specific color resource (like mana) to play your spells. If you don’t have 28 Green (weapons) resources, for instance, you cannot play the Banshee card (the most epic destruction spell in the game, which happens to be in this starting hand!).

This game is a great little challenge–it’s harder than you think to defend your castle with just a hand of cards!

To Play The Game: Castle Wars


This relaxing and yet mentally stimulating game is based on chain reactions–you try to set down your beginning dot in a place where it will ripple out and catch the most dots in its ripples. It is deceptively easy at first, with its soft piano accompaniment and simple goals. Just wait ’til level 12. 😀

Basic Gameplay

Level 2: The goal is to get 2 dots. Your goal number of dots is always in the bottom left part of the screen; there are currently 10 floating around in this level, hence the words “from 10”. For each level, you click a spot on the screen; the mouse cursor in this shot is the clearish dot with the pale halo around it.

Once you click, a white dot will expand out from where you clicked for a few seconds, and any dot that comes close enough to touch the white dot will expand out as well, showing that it’s been activated.

Here, I clicked close enough to 2 dots to get my goal, and then a third knocked into the first two I got, making my total score “3 of 2”–basically, I got more than the requirement. This is normal.

When you have reached the goal for the level, the screen turns a paler shade of blue-green, and then closes out; thus, the reason for the screen color change in the screenshots.

The chain reaction continues until either the goal for the level is reached, or the last activated dot shrinks away into nothingness.

You have infinite tries at the game, but if you can do it in as few rounds as possible (minimum 12 rounds), you’ll have a better score at the end.


Boomshine is a patience game more than anything. I’ve found it requires a sense of timing and observation–you observe where the dots on the screen are bouncing around, and try to time your click to when the most dots possible will be intersecting with the dot you are about to place.

Do not feel compelled to click within the first five seconds–there is no time penalty! You’ll actually waste more time if you keep clicking and not getting enough dots every time you try. Waiting for just the right time and place to put down your dot will help you achieve your goal faster, especially in the harder, later levels.

Have fun–this is a great “don’t worry, be happy” game, with great music and a fun, simple interface!

Play the Game: Boomshine

Dice Wars

This Risk-like Flash game has been both a favorite addiction and a source of frustration for me for the last several years. Even though your opponents are computerized and the dice rolls are random, there is plenty of room for strategy and plenty of ways that the game can change up, every time!

Basic Rules and Gameplay

You start out as the purple player in this game, and you get a random number of dice allotted to you, automatically spread out for you over 2 to 5 spaces (at least in my gameplay). (If you don’t like the number of spaces or dice you’re given, you can hit “No” when the game asks you “Do you play this map?” and it will give you another scenario.)

Each round, every player on the map tries to take over other territories from other players. To attack, click your space, and then click the adjacent space you want to try to take over. If the attacker’s dice roll exceeds that of the defender’s dice roll, the attacker gets that space (very Risk-like). With every space you gain, you get access to another die at the end of your turn; those dice are applied randomly to the spaces you control when you click “End Turn.” Luck and chance determine where your extra dice will be placed, so you have to play carefully to outlast your opponents.

The dice stack up on your owned spaces, from 1 measly die all the way to 2 stacks of 4 dice each (the highest you can go). I refer to dice stacks in-game by how many dice are in them–for instance, the 2 stacks of 4 dice I refer to as an “8-stack,” and the 1-die spaces are 1-stacks, etc.

A Typical Game

The following is a funny PowerPoint I put together to show a typical game of Dice Wars, almost turn-by-turn, with funny and real written commentary. My commentary was not recorded audibly because I want this site to be PG-rated. 😛



How Many Players?
I’ve found that I play best in a game with 7 other players, because I like to build my dice empire from the ground up rather than rely on the game to give me either a greatly stacked-up territory or territories of one- and two-dice stacks each. With 7 other people, you can easily take over the smaller territories and then camp out, waiting for the big guys to thrash each other while you build up and build up.

When To Attack and When to Hold Back?
Generally, you can attack an enemy territory and win it if you have a number of dice equal to or greater than what they’ve got defending that territory. For instance, you wouldn’t want to try attacking an 8-stack with a 2-stack, because you have no chance of winning those odds. But you could attack a 4-stack with a 5- or 6-stack, easy. You might not get it, but the chances are greater that you’ll take that territory over.

Turning Your Flank
In most cases, turning your weakest flank to the enemy is a bad idea. Where possible, move your strongest defenders (your 6-, 7-, and 8-stacks) to be your new borderlands–this can be accomplished with some creative arrangement, taking over territories carefully so that you have a smooth line of big dice stacks moving across the map.

Never leave a 1- or 2-stack open where an enemy can just stampede in, unless you’re like me and like to leave a small hole for your enemies to fall in. In my PowerPoint, I left a 1-stack of mine right beside a larger stack belonging to an opponent. That opponent attacked my 1-stack and took it over, but it freed me up to attack back with my 6-stack that had been inaccessible and unusable before. Sometimes, you can tempt opponents to push their luck, and they end up spending down their 8-stack into a much more manageable 5- or 6-stack, which you can then take over with a free 8-stack of yours adjacent to it.

To Play the Game

Play Dice Wars

For More Information

Dice Wars @ JayIsGames.com