TEETER-TOT
The goal of the game is to keep the stack of blocks balanced for as long as possible by moving the fulcrum of the platform. If the platform tips too far, the game is over.

Goal:
I wanted to make a "falling blocks" type game, but one in which you win by controlling the block's surroundings instead of the block itself.

Method:
This game uses simple physics approximations (mostly for torque) to determine which way and how quickly the platform should tip. The main mechanic is the positioning of the fulcrum, which should be placed as close to the block pile's center of mass as possible. The farther off the fulcrum is, the faster the platform will tip.

Novelty:
(Falling) block games are extremely common, but they are always focused on moving the actively falling block, not the environment that it's entering. In this game, the player wins by manipulating the platform, not the blocks themselves.

Results: The physics are a little off--my physics isn't very good--but it's close enough to convey the feeling of balance. I also haven't played far enough to determine if the game get's easier or harder as the number of blocks increases. I think the novelty is good, since people are interested in playing after hearing the concept, although I wonder if that novelty wears off.

References:
http://docs.huihoo.com/sdl/1.2/guideinputkeyboard.html