A great, terrible man once said: "Your flower power is no match for my glower power." That man's name was Charles Montgomery Burns, and he clearly never played Kaichou. The brainchild of Ali Maunder and finalist of our 4th Casual Gameplay Design Competition (CGDC4), Kaichou is an elegant and beautiful abstract shooter where you have to break down bouncing glower with flowery projectiles.
The screen starts blank with only a grey dot in the middle — this dot is your turret. Click the left-mouse-button to fire a bullet in the direction of your mouse cursor. When these bullets hit the black, bouncing balls that enter the screen, those balls are broken up, asteroids-style, and flowers remain. You can hit multiple balls in quick succession to create multiple flowers, complete with vines drawn between them, which amplifies your score. Another side effect of hitting a ball is that the ball's velocity changes, which also happens when balls bounce into each other. Your goal is to keep the dream alive for as long as possible, trying to propagate flowers with successful hits and avoid having a black ball collide with your grey dot.
Analysis: Ali strikes again with an abstract concept that feels oddly familiar. The procedurally drawn lines and randomly pruned flower patterns make the game feel both polished and more deeply interactive than you'd expect from your typical shmup. The gameplay of tracking ball physics becomes more or less impossible as the screen fills up with balls, unless you're some kind of savant that can count cards and juggle the trajectories of dozens of objects simultaneously. If you are, you'll have a lot of fun climbing the high score board, but if not, you'll enjoy this game for it's distinct presentation and feel.
If you sneeze, I will say Kaichou!