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Games developed by Soar 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.

Hearts

Mophun 2003
Mophun Hearts, released in 2003, brings the classic four-handed card game to mobile devices through the Mophun runtime. The title presents a faithful, compact rendition of the traditional rules, optimized for compact screens and immediate play. A standard 52-card deck is used, with three AI opponents occupying the other seats in a quiet, buttoned-down table layout. Players can engage in a quick single-player match or set up longer sessions against progressively tougher computer personalities, with options to customize the pace of play and the hand length. Gameplay unfolds through a sequence of hands that mirror the familiar Hearts experience. Each hand starts with a deal of thirteen cards to every player, followed by a three-card pass to a neighbor—left, right, across, or hold. After the passing phase, play proceeds in tricks: the lead card determines the suit, and players must follow suit if possible. When a player cannot follow, they may discard any card, with hearts and the queen of spades carrying special point value. The first trick cannot contain hearts or the queen of spades, and hearts are "broken" only after they can legally be played. The winner of each trick leads the next, and the round continues until all cards are played. Scoring tallies one point for each heart taken and thirteen points for capturing the queen of spades; the goal is to accumulate as few points as possible, with the possibility to shoot the moon by collecting all points in a single hand. The game provides three AI opponents, each with distinct temperament and playing style to simulate a diverse table. Difficulty can be tuned to suit casual play or more challenging strategizing, with the AI responding to passing choices, trumped plays, and timing to create a credible, human-like flow. A scoring window maintains the cumulative totals across hands, highlighting who is currently in the lead and who is chasing a moon shot. The pacing is designed for mobile sessions, with short rounds and clear feedback after every trick, hand, and end-of-game summary. Visual style emphasizes clarity and legibility on small displays. The interface uses a restrained color palette with muted browns and greens to evoke a traditional card table, while individual cards feature clean suit icons and crisp face art. Card flips, deals, and bounces are animated with minimal motion to conserve device resources, and the on-screen controls rely on tap and swipe gestures for passing, selecting cards, and confirming plays. Audio reinforces the experience with a light shuffle, soft deal chimes, and subtle ambient tones that avoid being distracting, allowing focus to remain on strategy and timing. The overall experience is approachable, offering immediate accessibility for newcomers and a steady, thoughtful rhythm for seasoned Hearts players alike.
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