The Grow games are a series of quirky Flashpuzzles. You control a Sugar Bowl world, which you can fill with cute people, equally cute monsters, strange items, and odd architecture. The gameplay is simple: the game displays a selection of items, and the player must pick the items in the right order to advance the story. The items grow each turn and interact with ones previously chosen, providing clues that the player can use to figure out the correct sequence.The appeal of the games lies in the cartoon humour and surreal events that you trigger as you explore the possible sequences and get closer to the solution. Sometimes, the wrong choices can be almost as entertaining as the right ones.All the games are available to play online at the author's website.
The series currently consists of:
Grow ver.3: The original Grow game, remade to include a secret second ending. 12 items - the most in the series.
Grow RPG: The second in the series. Fantasy-themed, but not otherwise hugely RPG-like. 8 items.
Grow Cube: Third game in the series, set on a cube-shaped world. 10 items.
Grow ver.1: A departure from the classic Grow gameplay. You have a ball. What will you do with it? Choose between 2 items to advance to the next stage.
Grow ver.2: Some very strange woodland creatures. 6 items.
Grow Tower: Build a tower so you can turn the sun back on. 5 items.
Grow Island: Construct an island utopia. Commissioned by the Shibaura Institute of Technology, which is why all the panels are related to science and engineering. 8 items.
Beneath the Earth: The cyclops creatures from Grow ver.1 and the secret ending of Grow Valley.
Big Bad: The demon guy from Grow RPG. Notable in that this is the only one of the games that features an antagonist at all.
Big Damn Heroes: If you did things right in Grow RPG, the hero will almost get defeated by the dragon, but the King will zap it to death.
Bizarrchitecture: Grow Tower is all about this, and Grow Cube is pretty screwy as well. Grow nano vol.1 is like a Lighter and SofterSalvador Dali piece. Grow Maze has some of the maze's walls taking on the colors and textures of graham crackers and chocolate bars as you progress and the ending sequence features you turning the final section of the maze into a living planetarium. Then there's the secret ending of Grow Island...
Box-and-Stick Trap: Grow Maze features an oddball variant: bringing together the parts for creating a bucket-and-stick trap instead creates a strange furry creature shaped like a bucket, with its single leg forming the "stick."
Cherry Tapping/Scratch Damage: In the solution of Grow Cannon. After getting a basin of water (and the basin itself) dropped on him, stomped on, zapped, run over by a train, and NUKED, the sleeping guy is still at 1 "hit point" left. Then the bear taps him for 1 point of "damage", causing him to wake up.
In the related game Galves' Adventure, you must do this with a pebble (and get two wrong combinations) in order to get the Devil ending. By dropping the pebble and making the mouth monster throw it at the lion, it will deal 2 damage, lowering its health from 35 to 33 so that Devil Galves can defeat it in 3 hits.
Cool Car: The car in Grow Valley eventually gets redesigned into a dragonfly-like hovercar.
Cool Train: The Maglev bullet train in Grow Valley.
Continuity Nod: items and creatures from earlier games frequently show up later in the series.
The Dragon: Before the hero of Grow RPG can face the demonic Big Bad, he has to defeat the latter's literal dragon.
Drinking On Duty: Watch the designer closely in Grow Valley as he works at his desk. He appears to be powered entirely by beer and lollipops, which may explain some of the stranger architectural features in the game.
Easter Egg: Grow nano vol.2 has a small one. The secret endings of some of the games might also count.
Mecha Expansion Pack: Your construction mecha in Grow Island. Its upgrades let it dig harbours, drill tunnels, lay tracks, fly with rocket engines, and create sheep. To appreciate this fully, please note that it starts out as a small road-paving machine.
Multiple Endings: Several of the games have a secret ending. Grow ver.1 makes every ending uniquely interesting.
Omnidisciplinary Scientist: Your little engineer guy in Grow Island. Averted in Grow Valley, in which your scientists and engineers must work together on most of their projects.
Pixel Hunt: The entirety of Grow nano vol.1. Thankfully, it is not a hard game.
Prequel: Grow ver.1 and Grow ver.2 arrived after Grow ver.3. The original versions 1 and 2 were simply earlier, less fully-featured, versions of Grow ver.3. So many people asked the author what versions 1 and 2 were that he created entirely new games to fill those version numbers.
Reaching Between the Lines: Grow Valley lets the design student chew out the mechanical and architecture students through a cell phone.
Ring... Ring... CRUNCH: Your goal in Grow Cannon is to wake up the little man after he smashes his alarm clock with a hammer.
RPG Elements: Grow RPG isn't really an RPG. It's a Grow game with a fantasy setting and characters who have hitpoint meters.
Science Hero: The scientists and engineers in Grow Island and Grow Valley. Technology, yay!
Trial-and-Error Gameplay: Getting the correct sequence on the first try would require lottery-jackpot amounts of luck. However, there is a certain logic to the way your choices interact with each other, so the challenge is to spot the connections and use them to guide you closer to the solution.
Villain-Beating Artifact: Distilled down to its essence in Grow RPG: in addition to the best sword and armor, you've got to have the special blue orb that knocks the Big Bad's health meter down to where you can actually trade hits with it. (It may not be possible to reach the Big Bad without it, though.)