A game creator needs to play games, to be inspired for his own games. But you can also play games for fun if you like.
Traffic Control, Traffic Control 2
I remember when I was quite younger; about 1983, I had one of those books with the source code for games. After you entered the code line-by-line on your Commodore Vic-20, you could play the game. Of course we didn’t have storage at that time, too expensive, so typing-over was the standard painful ritual, before the fun. Some games were unplayable, because you needed “extended memory”, which we didn’t have.
One of the unplayable games from that book was called “Manhattan”. As I understood from the description and the source code, the game was a matrix of Manhattan blocks, and cars were supposed to cross the streets, while the player adjusted traffic-lights to avoid car crashes, traffic jams and so on. My curiosity for this unplayable game probably became some sort of youth-trauma, because still today, I would like to play “Manhattan”. And what do you know? Somebody made this game in Flash – Traffic Control and Traffic Control 2.

Help traffic through the city
Both games are a partial implementation of “Manhattan”. In “Manhattan” you had car-crashes; people could become impatient and ignore the traffic-lights. Without all those features, both “Traffic Control” games are already hard enough. The second version of the game, significantly demonstrates, what I call, challenge-by-accumulation. I mean that a game or level is made harder, by adding more-of-the-same. Traffic Control just adds more cars per minute when the game advances. The second version adds trucks, which need more space. The object of the game is to see how long you can stand.
I prefer new challenges over challenge-by-accumulation. Make a complete different level, with different cars, with different features. The trucks in the second version of the game is a nice idea, however it does not contribute much to the gameplay; it just sucks up your resources (space) and you have no control about it. These games lack suspense because you can’t beat the computer. That’s probably the reason why I wouldn’t play these games a second time.
Panda’s Bigger Adventure
One of the most amazing things these days is that people create quests in Flash. Quests need a lot of graphics and sound. And ofcourse, a quest needs a plot. To be honest, I’ve been playing Panda’s Bigger Adventure until I finished it. Most puzzles are not too hard, but still the game is entertaining, for those quest lovers.

What is Elvis doing in that strange device?
One small point of critique is that the game has gathered all sorts of ideas from famous media. There is “Radar”, based on the clerk character from the comedy serie “Mash”. You have “Private Ryan” from the movie “Saving Private Ryan” and ofcourse Leonardo Da Vinci from history.
I like it when people create their own ideas, not basing them on something which already exists. However, creating your own ideas in a game is very, very hard. There is very little opportunity for this. There are only few games which became a movie later, like Prince of Persia, Doom, Tomb Raider, while many movies became a game. So let’s not be too critical on this point.
Panda’s Bigger Adventure keeps you playing and leaves you with a satisfied feeling when you have finished it.
Tombscape
Tombscape is like a quest, which reminds me of Myst. The puzzles in the game are not self-explanatory. For each puzzle, first you need to discover the question, and then find the answer. It takes quite some time to download, but the graphics are really great.

A tunnel between two puzzles

I need a triangle key plus all gems to open that door
In my honest opinion, Tombscape is addicting. Not only because of the great graphics, very much also because of its great puzzles. It’s a long download, but it certainly is worth it.