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Tag: Indie

Oops Poops is ready for feedback!

We’re ready to share an early early version of Oops Poops. We want your feedback, so please give it to us! Oops Poops is ready for feedback!

“Oops Poops” is ready for feedback! After a few weeks of development, it’s been a hard birth, and at times we were were not sure if we could push through with everything that needed to be in place. But we kept at it, and now the first round is out, as an internal test version.

Download Oops Poops for the Google play store
The 3 stages of an Oops Poop’s life

First stage, your deliverer into this world sits on the porcelain throne, fighting to give you the best possible start on life, building up pressure to give you the highest possible starting speed.

Second stage, Oops Poops (Poops) surf through the pipes of the city, and on this journey, your goal is to build up as much speed as possible, simultaneously growing your Oops Poops to build resilience against the dangers of the ocean.

Third stage, the ocean is a big and scary place, with a lot of Poop destroying obstacles. Slide through the ocean, avoid all the obstacles, sacrifice parts of yourself to gain speed, and see how far into the ocean you can get. Are you able to beat all of the other Poops that have taken the journey before you?

Make the hero go as far as you can, and play again to see if you can go further after upgrades. Oops Poops is ready for feedback, we want you to help us.
Float through the ocean and see how far you can go
What do we want the game to feel like

When planning this game, we set the following requirements for the game, and these are what we are looking for feedback on.

Game Pillars
  1. Immediate fun – We want the game to be quick & easy to pick up and play;
  2. Fun to share – It would be fun to share how big your poop gets, what parts of the ocean you see, and what you encounter along in the sewers.
Player feelings
  1. Curious – The player will feel curiosity as to what environments and elements come next.
  2. Fun – As the player is playing the game, we want them to be entertained and find the game funny;
Game Constraints
  1. Time – Short sessions
  2. Accessible – The game should require one hand only
  3. Small scope – 5K.

Lastely, we have a challenge since the game is about “Poop”

Challenge: Make it funny without making it gross.

Help us out

The game is not ready yet, but that doesn’t mean that you cannot play it. At the time of writing this, we need feedback on how the game plays, nothing would make us happier than you helping us with this! Contribute by commenting here, write us, or join our Discord channel. All comments are more than welcome, and we appreciate all forms of feedback.

Rabbit Rocket Racing in space ready for testing

Rabbit Rocket Racing. A new experiment in space is ready for you to test, and this time is it a new take on the Rabbit universe.

Rabbit Rocket Racing in space ready for testing and can be found on the Google App store for trying out.

https://play.google.com/store/apps/details?id=com.polyspice.rabbit.rocket.racing

Reach the goal as fast as possible in the frantic fast paced Space Rocket Racer.

The game takes place in 3 worlds, and the objective of the game is to complete the level as fast as possible, while collecting carrots.

Upgrade the rockets for more speed and rocket control, and play the 5 different rocket types while competing against your own ghost rocket on second.

Upgrader your rocket to gain more speed or control over the rotation of your spaceship using carrots collected.

If you have feedback for the game, please join our discord channel or send us a message through the contact form

So, now you heard it here first: Rabbit Rocket Racing in space ready for testing, so head over to Google play store and download it now.

Beat Cancer Official Release

We are proud to finally release Beat Cancer. The full version of this mobile game is available on the Play Store. Hopefully, you’ll have a great time finger punching the life out of those obnoxious Cancer cells. If you have any questions about the game, or just want to hang out with other players you’re cordially invited to join our Discord server.

Beat cancer release, download it now.

We still need to wait for the IOs version, the game is under review. They don’t give us a precise date, but the process is started. It shouldn’t be long now, stay tuned for updates.

We will naturally keep balancing and updating the game. All feedback is truly appreciated, there is a channel in our Discord server dedicated to feedback about the game, or you can reach out to us on Facebook, Twitter, and Instagram.

If you’re a member of the gaming media wishing to publish content about the Beat Cancer Release. Please visit the press kit. You can also join our discord server to chat with the team.

We at the Polyspice team wish you the best of times beating Cancer cells.

Data Wing

Polyspice recommendations

Polyspice game recommendations is taking games that we have been playing here, and then recommending it to whoever wants to try something new. We do not write about games that are not good in one way or another, so, you wont waste time reading a review, that concludes that you should not try the game 🙂

Data Wing – Overview

The Game is fast, and furious – its a blast from beginning to the end.

Data Wing is a fantastic little game created, it have some very simple mechanics that makes it easy to get into the game, and you will feel like an expert. But, there is always room for improvement, and for each level you beat, you will be able to compete against yourself. You control a small spaceship, that you can turn to the left or the right (and that is it) then you have to complete the levels, by using the environment to your advantage. As an example, if your tail is close to a wall, you will get extra power so that you can fly faster, combine this with leveldesign where big curvy swings will really accelerate and you can really gain some speed.  There is tons of other ways to interact with the levels, but I will let you find out about this yourself.

Slide on those edges, will you?

There is a storyline which is really fun and entertaining, with a few nice and interesting twists. And then, the music in the game.. whow. You will be cheating yourself if you are not wearing headphones while playing this, as it is amazing. I highly recommend this game.

Price and Advertisement

So, nice surprise, this game is completely free… and there is no ads. To be honest, it feels weird, and a bit wrong to play this game, and I keep wishing that it would be possible to somehow pay something to show that you appreciated the game!

Parent guide

This is a perfect game for kids to play as well. Take turns when playing with your kids to see who can beat the level fastest. I have been doing this quite a bit with this game, and both me and my kids are enjoying it.

Get the game

You can get the game following these links.

Watch the trailer here

Beat Cancer – test invite

Are you Stupid?

Get ready to be insulted, as these Cancer cells are about to make you really really angry… luckily, the game will allow you to beat the life out of these cells before they can do any harm. Right now you can participate in the test version on iPhone and Android

Protect yourself from these vicious and obnoxious cancer cells by finger punching them as they flow down the bloodstream. Some of them are pretty fast and hard to kill so we have prepared a small arsenal to help you get rid of them faster.  For your effort of destroying the pesky cells, you will receive a handsome award in diamonds that you can later use to upgrade your arsenal of bombs, walls, and cannons.

The different types of cancer cells attacking will make you adapt your strategy constantly to keep up the defence. There are several levels of difficulty that will challenge your speed and every time you play.

Build your walls, place your cannons and rain fury on these pesky little bastards.

As we are slowly getting “Beat Cancer” ready for its release we are looking for testers to try out the beta version of our game. We are looking for feedback on what the cells are saying, but also about the games balance and what parts can be improved.

To get access to the test, simply click on the links below, and you should be in.

If you have any problems, comments ideas or any feedback at all, please let us know on Twitter, Facebook or Instagram.


Sincerely yours,
Polyspice Games

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:

[one_half][/one_half][one_half_last][/one_half_last]

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.

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 🙂