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Tag: Beta

Stupid Soldiers for Windows and Mac

Stupid Soldier is available for Windows and Mac. This is a single level, polished a bit more, and available to download and install. I will see how many plays this game, and decide if I want to build more on the game based on this.

See a gameplay video here:

I have no certificate, and I am not yet buying one, so please accept that the application comes from an uncertified developer (yep, that is me)

You should be able to download and install the application from here:

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Find the stripped version on the game page – https://www.polyspice.com/stupid-soldiers/

I might work on a optimised Web version at a later point.

Enjoy playing Stupid Soldiers.

As always, please leave me some comments on the Polyspice Facebook page

 

Adding towers to tower wars

There is something missing from the game. Dont misunderstand me, the foundation of the game seems to be working, and there is some potential for it to go somewhere, but it is as if there is something missing. And from all the feedback I have gotten from you wonderful people, I believe that there is some solid advice that can be turned into some good ideas – so thanks to all the people who have been chipping in with feedback.

Unfortunately, the idea I am working on this week (combined with the fact that I had to do real work) resulted in me not completing the changes necessary for this to be released this week, and to be honest, I am not even sure I will be able to make it to next week, as there is a huge task in getting the AI to respond to the new gameplay 🙁

But, I can reveal what is being implemented. 🙂

The towers will be added to the game in a new way, where instead of destroying them, it is possible to conquer them, and while conquering them will give you a income boost, it will also reset the upgrades that your enemy have made. It will also be possible to chose where your stupid soldiers should go, giving you a bigger freedom of choice when sending your troops of into battle.

Thank you for reading my updates, and thank you for all of your ideas, it means the world to me.

It is still possible to play the game.

Stupid soldiers, now more stupider

First of, thank you to all the people who helped me test and gave me feedback on the first iteration of my minigame “Stupid Soldiers”. Based on your feedback, I have updated the game a bit.

You can play the updated version of the game here

First of, there is now a new kind of stupid in the game, the “Rock monster”

The rock monster is slow but have a high health and hits hard and expensive.

Apart from that, some gameplay changes have been made, here is a selected few.

  • There is now 3 soldiers to spawn on each tier
  • It is only possible to have 10 monsters on the level at a time
  • Defensive towers can now be destroyed
  • There is 3 tiers instead of 2
  • The AI have been improved (It is still my first ever, so it is still a bit weak)

And many small balancing fixes.

It is still possible to play the game here

If you liked the game (Or if you did not like the game 🙂 ) please leave some feedback in my Facebook group

Stupid Soldiers mini-game available

Stupid Soldiers is now ready as a mini-game prototype – you can freely try it out and comment if you have some ideas to improvements or balancing issues on my facebook group.

If enough people like it, I will update it with new soldiers and bugfixes – click the image below to try out the game in your browser.

The goal of the game is to defeat the enemy as fast as possible, the faster you destroy the enemy HeadQuaters, the better it is. Create the perfect balance between upgrading your defensive towers, and sending hoards of stupid soldiers towards the enemy HeadQuarter.

This image should show the general idea on how to play the game.

To play the game click on the image in the top or click here.

The game is best played in Google Chrome.

Humpydog the game

A couple of my friends and me have this tradition, where we go far away from home to have some fun. Usually, this is based around game development – you could say that we go out for a boys weekend, but instead of fishing or hiking, we develop some games, its our own little private game jam, and it is a bunch of fun – we call our group Realitylag, and you can see some of the stuff that we created on our homepage realitylag.com

Two weekends ago, we had such a weekend. One of the guys is running the twitter account for “Humpydog” , we have all had a lot of fun with this, and have been laughing really hard at times. So we decided to take this one step further, and create a game called “Humpydog”.

Since we only had one weekend to complete the game, we decided to buy some of the assets we needed for the game, and if the game gets some traction, we will create our own assets.

For our dog we used a Beagle created by Nitacawo – a really nice model to work with, and the rig was easy to adjust so that we could create our “humping animations”

For the landscape and the bear that is what the dog is supposed to hump, we used the “Low poly Ultimate pack” created by Pavel Novák who really created some nice assets that works when you want to create something really fast.

The premise of the game is rather simple.

You play as a really horny dog, that really loves humping. The dog have entered a Zoo, but here the hornyness of the dog have taken completely over, and the dog have to hump the animals in the zoo before exploding from hornyness.

For now, the bear is the only animal that can be humped, but if there is enough interest for it, we will add other animals.

Stupid soldiers and leveldesign

So, I have been sweating over this game of mine called Stupid Soldiers, and I am closing in on wanting to release it for everyone to play. But before I do this, I would like to show and tell a bit about one of the challenges that I have been having getting the leveldesign to work. Both visually and mechanically.

For those of you who did not read my previous post about Stupid Soldiers, here is a quick summary: Building soldiers will generate an income, and use this income to upgrade your towers to defend yourself from your enemy or build an army to destroy your enemy and generate new income. (Read everything here)

However, this mechanic changed a bit since I wrote this, because I found out that it was a bit to complicated to figure out that building soldiers would generate income, so instead I build a “coin maker” that now can be upgraded in order for a higher income. This makes it easier to understand the mechanic by separating the war part from the economic part.

Now then, back to the leveldesign – To start with, I simply create a two side battle, where each side had four wall pieces, that had to be protected, in the middle there was a gate where the soldiers would spawn, and a couple of towers that could be upgraded for defense.

One of the ideas here was that the soldiers would attack each other, as part of the defence, meaning that both sides would walk the same way to get to the enemy. This however, enden up in a rather random mashup, where either side would block each other, and the stupid soldiers would randomly die first, to harm the others, making it to chaotic whos soldiers would win. At the same time the soliders would pick a random piece of wall to try to destroy, however, this meant that there was no control over where the soldiers would go, which is something that I wanted to avoid (the feeling of not being in control. So this level design was scrapped, and I moved on to the next design that was a bit more daring, and moved away from the idea that the units should fight as well.

 

 

The new level i created was a bit different, there was two sides, that would spawn the units on the same island, but they would spawn on each side of the island,  and instead of four walls, there was a single “end tower” that removed the random direction of your soldiers. Spawning on  each side of the island, simply meant that there would be no fighting. However, as you can see on the image, it became difficult to  see which tower belonged to which player, and I had to do something about that. I started, trying to set up some green and red smoke torches, to indicate which side was which, but somehow it did not work. So in the end, I gave up on the design and tried something completely different.

 

 

 

On  the third level, I wanted to make something that was a bit more slow, in terms of the amount of time the stupid solders would walk before getting to the destination. It had felt a bit to fast before, and even though I had now established that the two sides should be clearly seperated, I wanted to create the possibility for a longer route that the creatures should walk.

Unfortunately, Unity’s pathfinding did not like this design, and the Stupid soldiers became to stupid.. and were incapable of finding the way to the goal. It was extremly frustrating, but I also realized, that in order to get this level to work, I would either have to implement some sort of camera control (which I did not want to) or I would have to zoom out so much that it was not possible to see what was going on. So this model was ditched.

 

The fourth attempt, I really liked, it was creative and fun, and had that clear path and sense of sides to it.  There was no doubt whose side you needed to protect, and what side you needed to attack, but this level revealed a few other problems. First of, the difficulty understanding that building solders would generate income, and second, the bridges, would cover up some vision of where your units were. And this all together created confusion.

I started thinking about how it could be even more clear what player belonged where. I took the idea of having two islands, removed the bridges, and now I had two seperate islands that could be color coded.

At the same time, i started reflecting over what could be done to make it more clear how income could be generated.

 

As you can see on this version, I kept the idea of having two seperate islands, where the monsters are completely seperate. And I kept the idea of having the coin creation seperated from the spawning of monsters, thinking that this makes most sense, and that it is the easiest way for the player to undestand the gameplay. However, it turned out, that adding another element, even though in theory it shuold now be more obvious what happens, the extra building to relate to, just made it more difficult. Besides that, seperating the gold creation from the monsters, created a new challenge, where the idea of spawning monsters evenly ower the course of a game, completely dissapeared. There was no longer any motivation to spawn monsters evenly over the course of the game, the only real tactic that works, is to save money, and then spawn an ocean of monsters that will then win the game. So, for this entire adventure of adding the coin creation house, it was back to the drawing board.

So now, in the end, I actually ended up in the situation where I have gone back to the original idea. One lane, two sides, monsters attack each other and thus can be used both as offence and defence, and they are part of generating income. So it all comes down to who plan the best, and who is the best at time what to buy when. There is a power in knowing when to buy and when to upgrade, and for now this is what I will stick to, and I will try to refine this simple mechanic, and see if it is any fun.. if it is, then great. If it is not.. then on to the next project 🙂

Stupid Soldiers

“Ours not to reason why, ours but to do and die!”

Just a quick update on the project I am currently working on.

Stupid Soldiers is a game about conquering your enemy by generating enough income to overthrow your enemy.

Building soldiers will generate an income, and use this income to upgrade your towers to defend yourself from your enemy or build an army to destroy your enemy and generate new income.

The idea is pretty simple, but the game play balance is pretty hard to hit, so there is some balancing for me to do before I can go on.

I have tried to illustrate the mechanic in this drawing.

Stupid soldiers Mechanic

I am trying to get the game done and ready to show soon, but real life work and family life is making it difficult to use the time I need to get it done.

Currently the level design and GUI is being polished – and I am hoping to be able to show the first screens from the game soon’ish

 

 

Looking for testers

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My next game, “Super Bao Runner”, is in the pipes, and it is now ready to be tested by others than myself.

The character is the logo for a restaurant that I am collaborating with. More about this project later 🙂

You can see a short video of the game play here

For Android – you can sign up to the beta here

If you own a iPhone – Since Apple does not allow for an open beta, you have to send me your details.
Please fill in the form below, or send me a message and I will guide you.

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I would be really grateful if you sign up as a tester.
As a tester, you will get all the latest information about new games that I create, and you will get information about current ongoing tests.

Sign up to help me test my games

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Princess and Unicorn version 0.5.0 is here – rejoice :)

So, I have been working to get the last bits and pieces in place so that this game is ready to release – I am not quite there yet, but it is close.

Making games is like building a sand castle at the beach on a summer day – every time you complete something, some new good idea pops up in your mind, and you start building on a new part. It is great fun, but now, this castle have to be complete, since we are leaving the beach shortly 😉

So, with this release, I have a few nice things in store.

  1. For the person who cannot wait to unlock that Rainbow Unicorn – it is now possible to purchase using real money
  2. There is now more coins in the level, and it should be more fun collecting them
  3. Your score will now be shared with the rest of the world 🙂 (You have to be logged in to Google Play)
  4. There is now achievements that can be unlocked (You have to logged in to Google play)
  5. The Unicorns have been balanced slightly, making them all easier to play.

 

If you have not yet signed up to the Beta – you can do it by clicking on this link.

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Rainbow and Pink Unicorn have entered the scene

Version 0.4.0

So, here we are again a new version is about to be ready, and I am closing in on having something that is ready for releasing into the public space and ending the start up of Princess and Unicorn. But before the final release, here I am with some new stuff.

So, say hello to Pink Unicorn
The Unicorn that will run faster and jump higher than regular unicorn.

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Rainbow Unicorn, with a soul made of pure colour and love, will run so fast that even the purest of heart will get high blood pressure if they try to keep up.

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Changes

Unfortunately, do to the introduction of the new unicorns and the way that I previously saved data, I have had to reset the scores and upgrades – sorry about that 🙁 This might happen again as I will be integrating with the Google play service in next release, and I am unsure how this will affect the way that I save data.

On the bright side, I have added more coins to the levels, so that you now get more points for each game – the difficulty of the game have increased, so you now have to run faster to get away from death. Please let me know if you think it is to difficult.