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Games developed by Floodlight Games

We provide a list of companies that developed abandonware games. Select a company to view its games. To make searching easier, use pagination by number or letter.

Agatha Christie: 4:50 from Paddington

Windows 2010
Agatha Christie: 4:50 from Paddington puts players on a tense investigation set in and around a quiet English railway station. The story unfolds as a series of escalating inquiries into a sudden disappearance tied to the famous 4:50 departure from Paddington. Players explore multiple locations connected to the case—platforms, waiting rooms, private offices, and nearby interiors—moving from scene to scene as new evidence changes what can be observed and which questions can be asked. Each location is presented as a playable environment where the surrounding details matter, from visible personal effects to small items left in forgotten corners. Gameplay centers on a click-driven investigation with hidden object challenges and clue gathering. When entering a scene, players search for specific items listed by the investigation system, examining cluttered views and using zoom to inspect areas that remain out of focus at a glance. Found objects are collected into an inventory for later use, while important leads can be examined directly to extract additional information. Puzzles appear between and within investigations, requiring logical manipulation of items, pattern matching, and context-based problem solving to unlock routes deeper into the case. Dialogue choices with witnesses and staff help shape subsequent objectives, guiding the investigation toward the next critical scene. The game’s mechanics emphasize careful observation. Many puzzles rely on linking evidence rather than solving them in isolation: an item taken from one environment may become the key to opening a container, revealing a message, or triggering an interaction elsewhere. Exploration is structured around progressing objectives, with new chapters or case steps revealing additional areas as the player uncovers enough detail. The overall flow remains investigation-focused, balancing quick hidden-object sessions with longer stretches of deduction and puzzle work. Visually, the game presents scenes in a detailed, stylized illustration suitable for mystery play. Environments combine warm lighting, period-appropriate decor, and clearly readable interactive hotspots, while close-up examinations enlarge relevant details without disrupting the overall composition. Character depictions and text-based presentation keep attention on the case, supporting a steady “observe and deduce” rhythm rather than action sequences. Audio reinforces the atmosphere with ambient station sounds, faint train movement, and subtle orchestral mystery themes that shift with each investigation stage. Voice performances and reading of case-related information keep the pace consistent during conversations and clue review. The result is a controlled, methodical player experience: searching, comparing, and applying evidence until the circumstances around the 4:50 departure fall into a coherent explanation.

Agatha Christie: Dead Man's Folly

Windows 2009
Agatha Christie: Dead Man’s Folly brings Hercule Poirot to Nasse House, an English country estate where a seemingly harmless murder game is being prepared. Based on Agatha Christie’s mystery, the Windows adventure places the player among guests, servants, and organizers whose private motives gradually become as important as the staged crime. When the event takes a sinister turn, Poirot must examine the grounds, question witnesses, and determine which details belong to the game and which point to a genuine criminal plot. Exploration forms the main part of the investigation. Players guide Poirot through the house, gardens, paths, outbuildings, and other locations around the estate, searching for objects and clues. Interactive areas are marked through the cursor, allowing examination of furnishings, documents, personal belongings, and suspicious details. Items collected during the investigation can be used with people or locations, while conversations reveal new leads and unlock further searches. Progress depends on careful observation and on connecting discoveries to the correct character or scene. The game combines traditional adventure mechanics with hidden-object sequences. Each search presents a busy illustration containing objects relevant to the investigation, along with additional items that must be identified before the scene can be completed. Some objects are concealed by the surroundings or require close attention to shape and color. Other challenges involve arranging evidence, solving simple visual puzzles, and selecting the appropriate response during an investigation. A hint feature assists with difficult searches, while the straightforward interface keeps the focus on examining clues and following the case. The setting emphasizes the contrast between a polished country retreat and the unease spreading beneath its orderly appearance. Nasse House is presented through illustrated backgrounds filled with period furnishings, gardens, woodland paths, and gathering places for the visitors. Character portraits and dialogue scenes provide the principal dramatic moments, giving each suspect a recognizable appearance and personality. The visual style favors detailed, storybook-like environments and clear object placement, making important evidence readable while preserving the crowded look of a traditional hidden-object scene. Dialogue, ambient effects, and a restrained musical score support the investigation. Conversations provide the largest share of the narrative, with Poirot’s questions exposing conflicting accounts and concealed relationships. Footsteps, room ambience, and other environmental sounds add atmosphere as the player moves between locations, while music underscores discoveries and moments of danger without overwhelming the puzzles. The result is a methodical mystery adventure in which progress comes from searching thoroughly, interpreting testimony, and assembling the truth behind the deadly folly.

Agatha Christie: Death on the Nile

Windows 2007
Agatha Christie: Death on the Nile brings Hercule Poirot’s celebrated investigation to Windows in a hidden-object adventure set aboard the steamship Karnak and along the banks of the Nile. The voyage begins as a luxurious holiday, but the murder of wealthy heiress Linnet Ridgeway Doyle transforms the journey into a tightly confined mystery. With the river, desert, and ancient Egyptian landmarks forming the backdrop, Poirot and Colonel Race must examine the passengers, reconstruct their movements, and determine which of them has a motive strong enough to kill. The principal activity is the careful examination of illustrated scenes. Each location contains objects concealed among furniture, luggage, decorations, tools, and other period details. A list of required items guides the search, while some objects are needed to advance an investigation or unlock a further area. The game rewards observation rather than speed, with cluttered arrangements and subtly disguised shapes making even familiar articles difficult to identify. Incorrect selections can affect the investigation, encouraging players to study each scene instead of clicking indiscriminately. Between searches, the investigation unfolds through conversations, evidence gathering, and a variety of puzzles. Suspects provide statements that must be compared with discovered clues, and Poirot’s deductions gradually expose inconsistencies in their accounts. Inventory objects are combined or used in appropriate locations, while mechanical, word-based, and logic challenges provide breaks from the hidden-object sequences. The case progresses through a series of connected chapters, moving from the ship’s cabins and public rooms to riverside settlements, temples, and desert locations. Exploration is structured and purposeful, allowing each discovery to contribute to the larger question of who could have committed the crime. The visual presentation uses colorful two-dimensional artwork to portray the Karnak’s ornate interiors, the passengers’ clothing, and the dramatic Egyptian landscape. Gold-trimmed cabins, polished wood, patterned fabrics, and crowded travel cases give the ship a distinctive period character, while the outdoor scenes contrast bright skies and sandy terrain with the dark spaces where evidence is concealed. Character portraits and dialogue screens support the investigation, presenting Poirot, Race, and the other travelers in a style suited to a classic illustrated mystery. Music and environmental effects reinforce the change between refined luxury and mounting danger. Shipboard ambience, footsteps, movement on the river, and the sound of objects being examined accompany the searches, while the score supplies a restrained air of suspicion during interrogations and discoveries. The experience is designed for players who enjoy methodical exploration and traditional whodunit storytelling, combining the recognizable structure of Christie’s mystery with accessible point-and-click investigation. Each solved puzzle and recovered clue narrows the possibilities until Poirot’s final reasoning can expose the murderer among the passengers.

Agatha Christie: Peril at End House

Windows 2007
Agatha Christie: Peril at End House places players in the role of Hercule Poirot as he investigates a series of suspicious incidents surrounding End House, an isolated residence on the Cornish coast. Nick Buckley, the young owner of the house, has narrowly escaped several apparent accidents, and Poirot must determine whether they are coincidence or carefully arranged attempts on her life. The investigation unfolds through conversations with residents and visitors, examination of important locations, and the collection of evidence connected with the house and its occupants. The game uses a point-and-click structure suited to Windows play. Players guide Poirot through rooms, gardens, coastal paths, and other locations by selecting points of interest on the screen. Objects can be examined, collected, and combined with information from interviews to advance the case. Hidden-object searches form an important part of the investigation, requiring close attention to cluttered scenes and carefully placed details. Other challenges include logic problems, searches for significant evidence, and small interactive tasks that test observation and deduction rather than reflexes. Dialogue provides the principal means of uncovering the mystery. Poirot questions the people gathered at End House, comparing their statements and watching for contradictions in their accounts. The inventory serves as a record of useful objects and clues, while the investigation progresses through a sequence of discoveries and new locations. Players are encouraged to revisit areas when fresh information becomes available, since an apparently ordinary item may acquire new importance after a conversation or revelation. The pace remains deliberate, allowing the circumstances of each incident and the relationships between the suspects to develop gradually. End House and its surroundings are presented in detailed two-dimensional scenes with a period atmosphere drawn from Christie’s 1930s setting. Furnished interiors, formal rooms, gardens, and windswept seaside locations provide a variety of backdrops for the investigation. The visual design emphasizes readable objects and distinctive locations, while character illustrations and dialogue scenes give the suspects individual identities. Subdued colors, ornate furnishings, and coastal scenery support the feeling of an elegant holiday interrupted by danger. Sound effects accompany actions such as searching and examining objects, and the musical score supplies restrained period-style accompaniment during exploration and deduction. Peril at End House is designed as a leisurely mystery adventure, with progress determined by careful observation and the successful interpretation of clues. Its challenges are accessible to players familiar with casual puzzle games, yet the number of suspects, locations, and connected details gives the investigation a substantial sense of scale. Rather than relying on combat or timed action, the game concentrates on exploration, questioning, object searches, and the satisfaction of assembling Poirot’s case one piece at a time.
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