Jewels is my latest creation – a simple yet polished match-3 game similar to the original Bejeweled. The game is currently available for the Google Android -platform, through the Android Market. It has gathered lots of active players and is in the top-3 free games for Android! Try it if you like puzzle / match-3 games, it can be quite addictive! It’s free (although ad-supported) as well. ![]()
I’m currently working on bringing Jewels to the Apple App Store, for iPhone and iPod touch, with several improvements over the Android-version. Stay tuned for more information!

Jewels for Android features:
- Global High Scores / Leaderboards — compete with players around the world! (courtesy of Scoreloop)
- Three game modes: normal, timed and infinite
- Nice, clean graphics and polished game play
There is also the original PC-version of Jewels, done in 2007 as an exercise in XNA / C# programming. However, I will most definitely recommend the Android-version, as the game works quite a lot better as a casual mobile game.
Downloads
Android
Download Jewels for Android (through AppBrain)
Don’t let the “> 250,000 downloads” fool you, the actual number is over 4.6 million downloads (as of August 2010).. ![]()
iPhone + iPod touch
Jewels for iPhone and iPod touch will be coming soon (hopefully), better than ever! ![]()
Windows
Download Jewels v1.0 (installer) (2.0 MB, Windows only)
Download Jewels v1.0 (zip) (2.5 MB, Windows only)



It should work when you do the steps outlined in the README: Install Direct X 9 updates, .NET framework and XNA exactly like told in the documentation. A bit shame that XNA doesn’t tell you something’s missing but crashes instead..
Jewels is great fun on my Droid! Unfortunately, it seems to run the CPU at 100% all the time. Other games, such as Angry Birds and Blow Up, do not. Any chance a future update will tone-down the CPU use? It decreases the amount I can play due to battery drain.
Is there a disc for the pc?
It might use more power than some other games due the fact it doesn’t use OpenGL ES for the rendering. It is possible that I will rewrite the rendering code for OpenGL ES later, but it is currently unlikely due to the heavy amount of work required for that to happen..
Not sure what you mean, Darcelle?