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TIGSource ForumsDeveloperPlaytesting[RELEASED] POLYGANIC, award winning endless runner with a twist!
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jamielliottg
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« on: October 09, 2014, 03:01:11 PM »

Hey there!

My name is Jamie, an indie developer at Fluff Stuff Studios and I will soon be releasing a game known as POLYGANIC. It is an addictive twitch arcade game based on shapes and colour where obstacles must be avoided to survive. The twist? The player doesn't control the polygon, but the obstacles instead!

Reflexes will truly be tested as the polygon flies with a manic mind of it's own. Not only must the player drag the columns out of the way, but levels will increase in difficulty, speed, colour and effects depending on the shape and how many sides it has. Navigating each level won't be easy, so you better shape up!


Features:
- Addictive ‘pick up and play’ gameplay
- Multiple modes and levels
- Collectable coins for in game shop
- 8 bit chiptune music and graphics
- Global hi-scores and achievements
- MORE!

Trailer:


Screenshots: http://www.polyganic.com/press/sheet.php?p=polyganic#images
Website: http://www.polyganic.com

Demo: http://www.indiedb.com/games/polyganic/downloads/polyganic-demo

Instructions can be found on the indieDB page. Any feedback would be appreciated! Thanks!
« Last Edit: December 20, 2014, 01:30:23 PM by jamielliottg » Logged
HopFrog
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« Reply #1 on: October 09, 2014, 04:16:20 PM »

Hi. Your game is honestly quite good. I've enjoyed a good portion of it, but since it is not my kind of game, i found it to be repetitive very quickly.

It's colorful, and as you said, addictive. I really like the colors and flashy lights, but when the game starts to spin, i just get dizzy. Maybe it's just me though!

Overall, nicely done!
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jamielliottg
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« Reply #2 on: October 09, 2014, 05:37:41 PM »

Hi. Your game is honestly quite good. I've enjoyed a good portion of it, but since it is not my kind of game, i found it to be repetitive very quickly.

It's colorful, and as you said, addictive. I really like the colors and flashy lights, but when the game starts to spin, i just get dizzy. Maybe it's just me though!

Overall, nicely done!

I appreciate you taking the time out to provide the feedback! I know for a fact that it isn't going to be everybody's cup of tea, but I guess that is more of a preference to the genre, which is fine!

I tried to prevent it being too addictive with the different levels of difficulty, but I also didn't want to stray too far from the core gameplay as I wanted to make a sort of 'oh one more time!' sort of game. But yeah, there will be unlockables and other goodies in the final build which should hopefully combat boredom.

Thanks again!
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debugchicken
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« Reply #3 on: October 09, 2014, 07:07:31 PM »

This is made with airplay/marmalade, right? kudos for that, harder engine to work with I know. But I guess lua scripting helps a bunch, right?

I think the game became too repetitive to quickly too. But maybe there is a better way to describe the problem.

I mean, super hexagon and geometry dash, for example, are repetitive but they don't get old easily.

I guess there is a problem with the airplane changing the direction with no sign of that, it feels unfair. I feel it was needed to trace the whole way beforehand. But maybe this would take the all challenge the away... what about trace a dotted line with big intervals?

Also, pressing the right arrow button autokills, I don't know why. And clicking it a lot glitches the game. I guess this was for debug purposes, right? need to take it away!

But the games aesthetics are fine, i like them.
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jamielliottg
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« Reply #4 on: October 09, 2014, 07:44:37 PM »

This is made with airplay/marmalade, right? kudos for that, harder engine to work with I know. But I guess lua scripting helps a bunch, right?

I think the game became too repetitive to quickly too. But maybe there is a better way to describe the problem.

I mean, super hexagon and geometry dash, for example, are repetitive but they don't get old easily.

I guess there is a problem with the airplane changing the direction with no sign of that, it feels unfair. I feel it was needed to trace the whole way beforehand. But maybe this would take the all challenge the away... what about trace a dotted line with big intervals?

Also, pressing the right arrow button autokills, I don't know why. And clicking it a lot glitches the game. I guess this was for debug purposes, right? need to take it away!

But the games aesthetics are fine, i like them.

Marmalade certainly is a beast, but using the lua stuff had really made me appreciate scripting languages!

I can emphaphise with the gameplay being repetitive which is why I have done a few things:
  • Aesthetically, the game starts off calm and collected, but then slowly transitions into a nightmare of colour and effects to screw with you
  • Multiple levels with multiple shapes to break up gameplay, increase difficulty, etc
  • Random. You will never have the same game, everything is random every new game

I also hope the introduction of the shop (which you can go to with the coins collected in game) will help to break up gameplay as well.

As for the polygon changing direction, right now it is instant, so even if you have correctly lined it up to a column hole, it can even change while flying through it and crash. I've been thinking whether to keep it like this or introduce some sort of buffer (like it fades to red and then goes down), so you are told which direction he is going to go before he does. I think from what you've said, that actually might be the better idea, because right now it's very easy to blame the game for dying, when really the player should be blaming themselves.

The right arrow key.. I think that was some testing stuff I should have taken out. Whoops :D

Thanks for the comments about the aesthetics. Trying to keep it simple yet interesting.

I appreciate the time checking out the game :D
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jay-run
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« Reply #5 on: October 15, 2014, 02:25:21 AM »

Music of the trailer is amazing!
This is not my type of game but after that i played it i found it spectacular.

Music is perfect for that type of game and graphics too.
When you go abroad and the camera movements appears that feature increase the atmosphere and sounds good.

IMHO this is a very "nerdly" alternative at flappy birds but not in a bad way...in a right way.
It is OK for me.

One note... maybe when player crash, game explain that status with a "non sounds" signal, you should modify that with one epic sound that is comparable with your previous gameplay music(that is awesome...but i said that before).

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jamielliottg
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« Reply #6 on: December 20, 2014, 01:29:46 PM »

Hey again!

After nearly a year of work, I have just published my indie game POLYGANIC to each major mobile store, winner of Pocket Gamer's big indie pitch back in November! (http://www.pocketgamer.co.uk/r/iPad/Big+Indie+Pitch/news.asp?c=62550) I tried my chances by pitching to journalists in a 5 minute speed-dating kinda competition thing, and I am still shocked to this day that I came out on top out of all the other great games on show!

But yeah, aim of the game is to prevent the polygon from crashing into the columns. However, the twist is that you have to move the enemies; you don't control the polygon! I've added ahievements, leaderboards, multiple levels, modes, skins; even a left handed and landscape mode for accessibility!

Trailer:



iOS: https://itunes.apple.com/gb/app/id939249331

Android: https://play.google.com/store/apps/details?id=com.fluffstuffstudios.polyganic&hl=en_GB

Windows Phone: http://www.windowsphone.com/en-gb/store/app/polyganic/034c1659-720f-4239-aa75-5dd03c73a580

Windows Store: http://apps.microsoft.com/windows/en-gb/app/d0652a0d-06de-42b3-87e0-31564c51aa55    

I'd really appreciate it you could check it out, and any feedback would be even sweeter. Any questions, ask away!

Thanks guys!

Also:
http://www.pocketgamer.biz/news/60360/fluff-stuff-studios-polyganic-wins-apps-world-europe-2014-big-indie-pitch/
http://www.pocketgamer.co.uk/r/Android/Polyganic/news.asp?c=62860
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