Our story · 2010–today

From Flash to Mobile

We started with small browser games: one mechanic, a handful of levels, and characters we wanted to draw again. Some of those experiments disappeared with Flash. Others grew into the games we still make today.

Characters from ALMA Games
Fifteen years of puzzles, monsters, heroes, and one elephant who still refuses to wake up.

It began in a browser

Snoring was released in 2010. After that came a busy run of physics puzzles—usually built around a simple question: can this interaction carry a whole game?

  1. The Flash years · 2010–2014

    Small games, fast experiments, and the first versions of characters that would stay with us for years.

  2. A new screen · from 2015

    Flash was on its way out, but the games did not have to go with it. We rebuilt familiar ideas for touchscreens and began making new ones beside them.

  3. The Moron Test XL icon

    September 6

    The Moron Test XL

  4. Emma Word Finder icon

    March 2

    Emma Word Finder

  5. The experimental shelf · 2019–2020

    Not every game became a series. For a few years we made many small mobile prototypes, tried different genres and learned when to move on.

    • Prankster Cats icon

      2019

      Prankster Cats

    • Colorox icon

      2019

      Colorox

    • Traffic Jam icon

      2019

      Traffic Jam! unblock to drive

    • Idle Horde Clicker icon

      2019

      Idle Horde Clicker

    • Jump and Fly icon

      2019

      Jump & Fly!

    • Blast Down icon

      2019

      Blast Down

    • Home Bakery icon

      2019

      Home Bakery

    • Girl and Dragon Adventure Game icon

      2020

      Girl & Dragon Adventure game

    • 35levels icon

      2020

      35levels

    • Differences icon

      2020

      Differences!

    • Cover Balls Physical Puzzle icon

      2020

      Cover Balls: physical puzzle

    • DuckPath icon

      2020

      DuckPath!

    • Wash it icon

      2020

      Wash it!!

  6. Beyond puzzle games · from 2022

    We began working on longer games with progression, combat and collections. The scale changed; the habit of building around one clear idea did not.

Still independent

We are still figuring out the next game

ALMA Games has never followed a straight line. We have kept some characters, left plenty of prototypes behind and changed platforms more than once. What stayed is the pleasure of finding a small idea that is fun to touch—and seeing how far it can go.

See what we make now