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TIGSource ForumsCommunityDevLogsIntroducing Polygone!
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« on: June 22, 2013, 02:12:41 PM »


Hello,

I am a 13 year old aspiring game designer. This is my first mobile game.

Polygone is a minimalist arcade action/puzzle with a simple mechanic. Slice through shapes of the same color to destroy them, and avoid the circles. The gameplay is easy to learn, but gets increasingly difficult.

I plan to release the game first on Google Play, and then see where it goes from there.

It is currently in development, but it is almost finished. I do need a composer to help produce the music, so if anyone is willing to help, it would be most appreciated!

Play the current flash demo here: http://www.stencyl.com/game/play/19861

You can download the (free!) app on the google play app store here: https://play.google.com/store/apps/details?id=com.potato.polygone&hl=en
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« Reply #1 on: June 23, 2013, 01:23:29 PM »

Log #1 - 6/23/2013
I've resized the game to 480 x 320. The reason for this is that it is a good universal size that fits most screens decently. Please tell me what you think!
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« Reply #2 on: June 23, 2013, 07:43:56 PM »

I feel so outclassed.
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« Reply #3 on: June 24, 2013, 05:04:42 AM »

This game is Zen.
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« Reply #4 on: June 24, 2013, 05:34:46 AM »

Great! I played the flash version. I think it should work very well on phones/tablets.

When it returned to the start screen I wasn't sure if it was because I'd hit a circle. It would be good to pop up a message indicating this.

It seems a little bit oversensitive in the sense that I thought I'd swept past a circle but the game thought I had hit it.

You might want to consider not introducing the circles straight away, just to give new players a chance to learn the main matching mechanic.

Also are you considering at all introducing any penalty for not matching anything within a given time period?

Keep up the good work!
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« Reply #5 on: June 24, 2013, 03:53:38 PM »

Nice! I wish my first game was this well done.

I thought the tutorial was especially well done - if you can detect first play, it would be a good way to lead directly into the game.

I agree that you could use some additional feedback on failure - could be as simple as clearing the board of everything except the mistake and holding it for a second or two. Audio will help as well.

Good job!
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« Reply #6 on: June 25, 2013, 12:27:32 PM »

Log #2 - 6/25/2013
I've updated the game with HIGH RESOLUTION graphics, and polished up a few things. I also made it so that it told you which shape made you lose. In addition, the game is now a lot more difficult as I have increased the dropping speed. Maybe too difficult. It works great on touch screens, though.

Anyways, I've run into a small problem. There are many different size ratios for phone/tablet screens. I do want to keep the game the same on all devices, but that means that on devices with longer screens, there will be some blank spaces.



As you can see here, there is some leftover space on the top and bottom. What do you think I should do with it?
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« Reply #7 on: June 25, 2013, 06:19:10 PM »

apk for testing changes in speed? Not a fan of new default speed using browser and mouse, but maybe you're right about it being good for touchscreens. I thought the ramp up in speed of the earlier version was pretty good, intuitive learning curve so to speak.

Couldn't you keep the game elements the same size and just scale the canvas size for each resolution?
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« Reply #8 on: June 26, 2013, 03:40:00 PM »

Some initial feedback :

It's pretty bruital.  Sometimes it seems like you get a random set of lines that's way more difficult to deal with.

It feels like it starts out pretty fast, IMO you should start it out much slower and it should work up to it's starting speed.

It's much harder to get diagonal lines going since the gap is much smaller and you risk touching a different colored piece as you move diagonally.  Maybe space things out diagonally more, so it's not as difficult?

Maybe change it so instead of losing as soon as a piece hits the bottom or you touch two different colored pieces, it drains a lifebar, and once the lifebar is empty you lose.  You might also give the player a small amount of lifebar back for making a big match.
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« Reply #9 on: June 27, 2013, 11:44:15 AM »

Log #3 - 6/27/2013
I made the game easier, since I do agree that the game was much to difficult. I also implemented a difficulty growth that increases the speed of the shapes over time. In addition, I polished up some of the graphics, specifically the tutorial text.

Go ahead and try the game! Smiley
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« Reply #10 on: June 28, 2013, 02:13:20 PM »

Log #4 - 6/28/2013
I'm experimenting with a new art style. It's sharper and cleaner than the old one. I think it looks quite nice, although one thing that needs improvement is the plain white background. Currently it's a bit flat and bland. What do you guys think?
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« Reply #11 on: July 04, 2013, 04:20:09 PM »

Log #4 - 7/4/2013
This time, a major graphic update! I decided to go with a cleaner, sharper style.
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« Reply #12 on: July 04, 2013, 05:09:56 PM »

Oh wow man this is wonderful! Keep it up.
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« Reply #13 on: July 04, 2013, 05:40:35 PM »

This is...really elegant.
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« Reply #14 on: July 04, 2013, 11:20:03 PM »

I really like this. And you are 13? When I was 13 I didn't do anything similar to this...
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« Reply #15 on: July 05, 2013, 01:26:01 AM »

I like it, is relaxing
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« Reply #16 on: July 05, 2013, 05:43:57 AM »

Tried it out. Interesting. Liking it so far.
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« Reply #17 on: July 05, 2013, 09:18:04 AM »

I really like this. And you are 13? When I was 13 I didn't do anything similar to this...

Word. When I was 13 I just played Diablo 2 and used Kazaa to find "porn".
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« Reply #18 on: July 05, 2013, 07:03:25 PM »

There is something about the original descending gameplay that feels more comfortable. And I'm not sure what the white tiles add, other then to make the game look busier then it actually is. Are they there to indicate the no go areas around shapes?

I still manage to 'lose' quite easily but I'm pretty sure that's just me taking my eye off the ball (old age). I wouldn't think the pacing of the game (in general - not the current pacing or previous changes) would lend itself to providing quick visual (or audio) prompts that would help players avoid game ending collisions. But what would I know.

Game is still ace. I'd like to see a non competitive mode, maybe something that rewards you with cheerful sounds when you string blocks together. Hope you've found someone to help you with music.
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« Reply #19 on: July 11, 2013, 01:57:01 PM »

After a long while, The next update is finally up!

Log #5 - 7/11/2013
I added a pause button and polished the HUD again. But the real big change here is the graphical restyle. I removed the gradient and added small shadows to the shapes, as well as made other various changes. I'd like feedback specifically on the aesthetics and graphics of the game, and what direction I should take it, because I'm trying to finish that up.

I'm almost finished with this game, which is a great feeling. I've started a lot of ambitious projects before, but always got stuck and gave up after finishing maybe 60% of it, which is disappointing. All that's left is implementing a nice difficulty increase over time, High score tracking, and maybe some different game difficulties (easy, normal, hard).

I've also finally got a musician!  Smiley The game will be updated with music as soon as he's done making it.
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