< >


I began programming in 1986. After a long hiautus, I picked it back up in 2005 with web scripting and Flash games with the primary goal of giving life to the On-the-Fly concept. Until technology catches up and I'm able to convert these files to something seamless, these games are still available in Flash swf format. Best viewed in Firefox on a 2005 desktop.

Indingo's On-the-Fly
© 2007-08 Brian Vigue

Indingo's On-the-Fly

Indingo is a simple beast who loves simple games. This product of his inexplicable imagination involves collecting bottles of water in a small room— but it's not ordinary water, mind you. Indingo hired a fairy to transform some of the water into rainbow elixir. Indingo likes rainbow elixir because it "tastes like magic markers."

The object of the game is to collect lots of rainbow elixir, the fresher the better. Indingo will have ninety seconds to do this. Freshly squeezed elixir is worth big points, while the warm and stagnant stuff isn't as appealing. Indingo thinks of a number for each level and writes it backward on his forehead for safe keeping. Help him amass enough "freshness points" to satisfy his quota, and he'll welcome you to the next challenge.

Indingo's On-the-Fly

But there's a catch: Indingo can't tell rainbow elixir from plain old water because the differences are undetectable to human and dragon eyes. Thus, it's best to collect as many bottles as possible, then have Indingo taste-test them after the stage is complete. Yes, you might wonder where the skill factor is in collecting random bottles then having them evaluated afterward. Like I said, Indingo is a simple beast. Humor him for a bit.

To satisfy his need for playing fields, Indingo borrowed some not-so-abandoned Skullduggery dungeons. The forces of darkness took exception to this and wish to rid their hideouts of the nuisance— probably in the most horrible ways possible. Lord Critikul and his many multi-talented henchmen are persistent, and there are no power pellets to strike fear in their black hearts. Be careful!

Indingo's On-the-Fly

Those are the basics of Indingo's "On-The-Fly." This game, however, is a lot more than basic. It combines overhead and first-person points-of-view with memorizing and head-to-head action— only your opponent is yourself! You must overcome challenges that you design in a unique, multitasking objective.

You see, unbeknownst to Indingo, there is no rainbow elixir ready for him to collect because his fairy friend keeps showing up late for the game. Therefore, you must help the fairy create rainbow elixir "on-the-fly" as Indingo picks up the bottles. The challenge lies in creating a sensible pattern for Indingo to pick up the bottles, then remembering this course so that the fairy can stay one step ahead. Normal rainbow elixir is worth 10 points, but if the fairy can cast his magic the moment Indingo picks up the bottles, 100 points or more can be gained per bottle. In the later levels, knowing Indingo's every move is crucial.

Indingo's On-the-Fly

Some helpful tips:

  • Beginners should collect the bottles in straight lines rather than clusters. This gives the fairy a better idea where Indingo is going.
  • Indingo is on a time limit, but don't let that rush you. Camping out helps the fairy better prepare for a long string of fresh elixir-making. The stage does not have to be cleared of every bottle for you to advance.
  • There are times when Indingo can get cornered, or you feel confindent that Indingo has collected enough bottles for the stage. Hit the Escape key to end the stage early. Indingo, however, will think that you don't like his game and will increase the quota for that level.
  • Pay attention to the fairy's monster radar, (the icons of the monsters' faces), which shows you where they are located. The blue Indingo icon will grow in size as he gets closer to the fairy. If he comes up from behind, a warning beep will sound.
  • To turn, hold down a turn key until the fairy turns approximately 90 degrees. Tapping the turn keys makes the fairy indecisive.
  • The fairy makes pivotal turns when stationary but makes wide turns on the move— that's the best way to control the fairy so that Indingo doesn't catch him. Anticipate the direction you want to turn one step ahead of time. Driving takes practice, but expert players will be able to maneuver around blocks and run zigzags fluidly.
  • If the fairy rainbowizes all the water before Indingo picks up the bottles, a message appears giving you a forecast of what your score will be. Instead of waiting for Indingo to finish the level, you can fast-forward to the verdict. However, if the forecast shows that you hadn't gained enough points for the quota, you're better off letting Indingo catch you. This way, you only lose one life instead of facing a game over.
Indingo's On-the-Fly

There are 16 challenging levels leading up to the finale. If you can't make it that far on three lives, you can continue for a point penalty. In game+ mode, the levels continue with a "twist".

Don't procrastinate. Play Indingo's On-the-Fly!

© 2009 Brian Vigue


The object of Clusterduck is to clear the stage of all the ducks by building cluster chains of same-colored blocks and breaking them with poison blocks. The higher the cluster level, the more blocks it will take to break them. There are three types of blocks; each lends a certain amount of strength to any cluster chain:

Normal block  Normal block: 1 point

Duck block  Duck block: 2 points

Poison block  Poison block: 3 points

Early levels are like shooting ducks in a barrel, but eventually you'll need a game plan and figure out where to stash blocks in an increasingly limited space.

You control one four-block quad at a time, navigating it as it falls. A quad isn't the most convenient shape, so make the most out of your positioning of colors. Know your command keys!

  • Side arrow keys: Moves the quad back and forth.
  • Down arrow key: Drops the quad faster.
  • Up arrow key: Warp drop, commits the quad to the top of the stack.
  • Z and X keys: Rotates the quad.
  • Shift key: Makes the quad sticky.
  • A, S, D, C, V keys: Activates special attacks.
  • Ctrl + A, S, D, C, V keys: Deactivates special attacks.
  • P key: Pauses the game.
  • M key: Music getting annoying? Turn it off!
  • Escape key: Quits the game, of course.
  • Enter key: "Click" duck shortcut (except title screen).

Quad nudge    By nudging a quad against a stack of blocks, you can shift its top or bottom half into nooks or stack single-block columns using one corner of the quad.

Sticky quadWhen a quad breaks, all of its blocks will fall unless stickied first. A mass of two or more sticky blocks will remain stuck in place, defying gravity. Use the sticky technique to build platforms, but don't get carried away. Sticky blocks can clutter your space quickly and can also work against you.

Special gauge    Breaking clusters awards points whether you clear ducks or not. You will also be awarded fuel for your special attack gauge. In later levels, simply amassing poison blocks fuels your gauge. (You'll need all the help you can get!) When your special attack gauge is full and starts flashing, you can activate one of your special weapons. A small timer will then appear on the gauge. During this time you may activate a weapon, deactivate a weapon, or allow the time limit to expire.

  • Activate a weapon: When a weapon is used, its icon will fade out. All the weapons in your menu must be faded before they become available again.
  • Deactivate a weapon: Sometimes you'll want to cash in an unneeded weapon for bonus points. Hold down Ctrl, and your weapons activation choices will become deactivation choices. Deactivating a weapon resets the gauge and awards a hold bonus.
  • Wait it out: Sometimes you'll have no immediate need for a weapon but know it'll come in handy soon given the ducks' aggressive mood swings. Letting the time expire keeps your weapons intact and awards a hold bonus.

You start with only one weapon at the beginning and earn the others by collecting bonus points. These weapons will become increasingly helpful as the game progresses, and eventually they will be upgraded, too, to meet the demands of tougher levels.

Machine Gun  Machine Gun (0 pts, A key): A machine gun appears and fires randomly, destroying all blocks and ducks it hits. Who needs clusters?

Starburst  Starburst (300 pts, S key): All poison blocks of the greatest color merge into a single mass, clearing all ducks at ground zero and usually self-destructs. (Will only work if two or more poison blocks of the same color exist.)

Gravity  Gravity (800 pts, D key): Gravity waves hit the stage like a tornado, slamming blocks, ducks, and even sticky blocks against all sides of the container walls. Works wonders in earlier levels and is a great counter against "Goo".

Abducktion  Abducktion (1500 pts, C key): A UFO beams up all blocks on the stage leaving only ducks. Use this when your targets get buried under a ton of mishmash. Work quickly because soon the UFO returns to replace everything it took.

Termites  Termites (2400 pts, V key): A swarm of termites burst from poison blocks in your quad and destroy every same-colored block on the stage. A multi-poison quad can clear the level in one swoop!

With all that firepower at your disposal, the ducks have a bit of unfriendly retaliation. Worse, they're allowed all their weapons from the start. They, too, have a special attack gauge, which fuels slowly but consistently. As far as what you're up against, you'll have to see for yourself.

Bonus points are awarded three ways:

  • Letting your attack gauge time-out or deactivating weapons gives you a "hold bonus" equal to the level x 10. This bonus then cheapens the longer you stay on that level.
  • Clearing clusters of ducks. The more ducks you take out in a single turn, (including chains, machine gun, and starburst) the larger your bonus.
  • Clearing a stage using as few quads as possible. The stage bonus for a 100% kill rate is 333, but it is possible to score higher than 100%.

Now let's go harm some fowl! Don't get Clusterducked!