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Polyspice Games

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A member registered Jun 15, 2016 · View creator page →

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Thank you so much! This is amazing :) 
The video is perfect.. and 10 minutes in my jaw dropped, haha :D You won over the game, good job.

We JUST released a new version this morning and it takes care of some of the things that I see you doing, the "Build rocket immediately" being one of the problems solved. 

We have changed the nights a bit. The warriors now gives less damage and the monsters have more life, but also gives less damage.. this should make the need for having walls and towers more.. while still needing warriros to fight them off

The win screen improvements have been added to our backlog, and will be part of the next major release - thank you for that suggestion. 

Regarding the placing of the bunnies, we will talk about this, and figure out if we should go the same way as with warriors and the towers. I hope some of the problem have been solved by adding a new bunny (the builder bunny) that takes care of all of the building new structures. This means that you will no longer have situations where you do not have bunnies to build stuff because you need bunnies to do all sort of different things :) 

We have also added a upgrade system, so you have to upgrade the main building to build rockets and other new buildings :) 

It is a super nice point about the warriros not sleeping, and actually this links into the next idea you are mentioning, having small missions and tings to discover around the map, which have been an idea from the very beginning - and we will definately work on that in the future. 

Thank you one more time, this video is amazing and the feedback likevise.. please let me know if there is a new version of your games that we could play?

hey, I played your game, and I think the biggest problem I had playing it was the UI was not working, so I was constantly put in a position where I could not progress. 

Here is me trying to play your game: 


I made a video a while back to show a new member of the team how to work with UI in Polyspice, and I think this might help you a bit. 

Super nice little game, and I would definately play it if more than 10 levels were produced. I made talk out loud video of playing your game.. but I had to focus so much playing, that I did not talk that much :D

One thing that I forgot to mention during my - What would I add/change about the game is that I would make a more clear visual representation of where the power outlets were and what you had to deal with. That they are randmoly scattered around the screen feel unclear and messy, and I would have prefered them to be in row at the bottom of the screen or something like that :) 

Nice game, and looking forward to updates!

Thank you so much Warden Creations. This is super. 

All 4 points are great, have been added to the backlog, and will be fixed in the next release of the game. 

I think its fair to share your game here, and hopfully share it ;) https://warden-creations.itch.io/cable-conundrum

I will test it (as I can see Lance already did) and leave some comments later.

Thank you - I have been planning to play some of the games here all week.. but you know.. life :) Will test your game today and give some input

Awesome, glad that it was of use. And again, sorry for taking so long to return the favour.. work just got a bit "wild" 

And yes, I would definately create a new build without all of the things in the beginning, that was more confusing than it was helpful. I was was you, I would create a "dev mode" .. We usually do that, so that we can add all of the things needed to test things fast. However, sometimes I find it that testing in devmode makes you blind to actually adjusting the game and having a grasp of how the game shuold be played :) 

Hey, I played your game, here is the video.

https://youtu.be/YySkVyWLcXE

Hi NotASecretDev

I am so sorry it took so long to give the video back. I tested your game and it looks super nice, it is clear that you put a lot of effort into it. 

Here is my playthrough and feedback to your game 

Things that I liked about about the game 

The artstyle was great and beautiful, and it was clear that a lot of effort have been put into creating the world. 

Things that I would improve about the game 

The UI and the gameplay was not apprent, and I dont think I ever figured out what I was supposed to do. So, the thing that I would improve would be that the game started a bit more gradually with a clear goal, so that the tutorial was not nessecary.

I hope that the video will help you improve the game. 

Amazing, thank you for the feedback!!

  1. You are not the first to be confused about where and where you cannot place buildings, we have an issue, and will get this fixed. 
  2. That is an interesting and clever observation - we have been thinking about making a specific "Builder Bunny" to make this clear. So that there is a clear differentiation between Worker, Builder and Warriror bunnies. 
  3. This is one is a big problem child our ours, at some point we almost cut the night completely due to the troubles fixing it.. we thought we had it.. but if you still are feeling that its out of your control. Can you explain why you feel like this? What would make you feel like you were in control? 
  4. Thank you for this one - I will make sure to redo the text, and make it say "Breed a Bunny" :D That will be more fitting for the game. 

Thank you soo very much. I disagree, these are not nitpick, these are great points, some of them fundamental observations. 

Do you have a game I can test in return?

Also, if you want to record yourself playing games, both Mac and Windows have this natively - and as you noticed, seing me playing is a high value... if you are shy, or dont have a microphone that is usually not a problem :) 

I am planning on making this video one more time a bit simpler and shorter :) 

Well, I would not say that you failed :) 

However, doing iconography is REALLY HARD.. as in EXTREMELY hard. When doing UI, the general rule is that you should never just have an icon without a lable, and if you choose to have an icon without a label you have to lean heavily on conventions within the genere you are dealing with, or spend a lot of time on really understanding and getting under the skin of your user. 

NNGroup have a really nice article and a short video on this, which I would recommend. 

https://www.nngroup.com/videos/icon-text-labels/

https://www.nngroup.com/articles/icon-usability/

So, you had an idea of a clean interface without having to think about text and translations etc. 

You suceeded, because I figured it out in the end.. but I had to fail a few times, and you would like to avoid that.. so failing a bit without consequences first could be the solution to the problem here :) 

I have tested your game, you can see the recording here :) 

Sorry that it took so long - been having to much work to do the past week. 

I recorded myself playing your game, I hope this is useful.

Thank you so much for your feedback :)

Yea, tutorials are the worst : ) to a large extend, I believe that games should not have one (and my plan is to remove the one in Bunny Bunker) as they typically are just annoying, and its lazy to do as a designer. 

I would not be to afraid of giving to much away ;) I would approach it differently.. how much is needed for you to collect the right amount of data to improve the entire game. As soon as you have it done, you can change and charge money for it. Get data to improve game for higher profit is my logic. Better game = more revenue. 

The monster was a bit confusing.. but I think mostly it was because I was unable to kill it.. and it did not kill me.. so I ended is some sort of limbo state. That to me was the biggest problem. 

Absolutely no problem :) 

No problem :) 

I hope you dont think it was to harsh - my goal was to help you see things from a different perspective. 

At least I find myself caught in a corner often where I cannot see how to proceed, then when someone gives me a new perspecitve, I know what to do. 

Hi, I tested your game. 

I hope this is useful. 

Thank you yet again for testing my game :) 

Hi, I tested your game with a focus on the visuals of the game. 

Hope it is useful :)

Hi,

I have tested your game, here is a video with me thinking out loud. 

Hope the feedback can be used :)

Awesome, thank you.

Ahh, I know what you mean now with the "progress bar". Instead of the arrow up or down, a bar that will show how much in negative or positive you are while harvesting carrots or resources - I like the idea, its good. 

The color swap and new tile types were planned from the beginning, but we cut it to make the first few levels ready for playtesting. We will definately add new types of tiles and as you say, water and hills and other different types. It will require a bit more work before we go there. 

The idea of making restrictions are nice. I think it would be more effective once we add more types of buildings :) 

I tested your game :) That was super interesting to see, and it really got me going and thinking :) Thank you so much for sharing that game with me. 

Thank you so much for testing our game.. do you have a game that I can test in return?

Great feedback, and nice that you mention that the music is not annoying after a while. We have been struggeling a bit with that.. volume and of the different activities and such.. and we will keep adjusting this. And great to hear that the Pacing was fine. 

  • The sound of the towers - your finding have been noted, and we will fix that bug.
  • We will work on making it harder to build the rocket, we would like it to be send of at day 5 or something like that. 
  • Nice catch about the low quality UI - we will definately fix that
  • I am not sure what you mean with "progress bars" on the resources? Do you need some indicator of how fast the resources are collected?
  • The negative resources is a bug from upgrading the towers :) It will be fixed

Thank you - the variation in the levels - do you mean visual variation or more gameplay variation?

Thank again for your feedback - this was super :) 

I would love to test your game :)

Thank you so much :) And I am super happy that you enjoyed the experience. 

We have been talking about making different types of spaceships, and you telling us have pushed us more in that direction. Also the price and getting to build the rocket is something that I will spend some time balancing in the next release, I believe we will add some more upgrades needed etc. so the direct price will be the same, but the journey there will be a bit more expensive, so thank you for letting us know. 

I will definately look into the tower thing.. which tower did you use?

the night thing is a bug, and we will get it fixed. 

the negative wood have been identified as a bug, and we will fix it :) 

There is something wrong with the upgrading slider.. and the design of the whole thing, we are going to revisit this.. thank you so much 

This feedback just made my evening!! 

Yes, seeing someone play the game usually really tells a lot more than getting people to talk :) I love seing people playing my games.. its horrible to see them find all my bugs.. but at the same time, its great to see them find all my bugs :D haha

Thanks for sharing your game with me.

Thank you so much for playtesting the game :D That makes me happy, and proud :) 

The zoom thing, seems to be a performance thing.. I have seen others having this problem, and lowering the setting /diable some will make this dissapear in most cases.  And maybe we should disable this by default?

Thank you again for the feedback. Please direct me to your game, and I will test it for you :) 

Awesome, that is a nice idea. If you made that visible in the UI this would be magnifient! The more I think about it, the more I like that idea. If you manage to vizualize this in the interface, let me know, and I will test and comment again if you would like?

(1 edit)

Thank you so much for this feedback. And the nice comments are really nice and warming ;) 

I will add the description for the campfire.. thats just a stupid mistake :) Thanks for mentioning it. 

the "Confirm" on the launch is a really cool idea, I will add it as a feature request. thank you for that suggestion. 

The pause with spacebar have been mentioned by others as well. We will add it or make it go back to x1 and find a different way of pausing. 

Noted and agree, I will adjust the towers damage and ROF :) thank you. 

About the upgrades.. we will look at this.. and yes I agree. I am just a bit in doubt about how to do this in a good way. Will give this another round of polish. 

I am fixing our scaling problems :) 

Yep, we have been making mobile games for a few years, haha, we will try to adjust this a bit :D

I will adjust the speed, I think this is the same you have for the towers. Walk and harvest speeds should be increased as well. 

We are right now collecting analytics data, and have feature freeze, I will release a new version in a couple of months, with the updates that we can manage :) 

Thank you again so much for this feedback its perfect!! 

Also, I set up Crits, I think its a fun concept, and I am looking forward to seeing what I can amount to. 

One thing I was thinking, was that instead of me having to insert a whole new description, why not simply import the one from the itch page?

I would also like if it was possible to ask questions instead of just doing a poll :) 

Sorry for the slow reply, I had to much work, and it took me a while to get to testing. 

However, here is my playtest of your game :) 

What I liked: 

  • The tech tree, and that there was different types of resources. At first the constant sending of unit immediately was a bit confusing.. but in the end, I liked it. It was simply a new concept I had to get used to. 
  • The idea that I have to optimize my resource intake and make a perfect balance was really fun. 

What I would improve/change 

  • The uncapped resource deposits, that I could just spam as many harvesters as I wanted, makes no sense, and that there is an unlimited amount of resources, also made no sense, this means that I never need to exapand my colony. 

  • I would create a better and more controlled progression in the game itself, so that a tutorial was not needed.

  • The tutorial was insanely slow, and that I had to wait for the voiceover to finish was just not a good experience. 

Hey, I tested your game :) 


Here are some comments


What I liked: 
The idea that I have to optimize my resource intake and make a perfect balance was really fun.
The tech tree, and that there was different types of resources. At first the constant sending of unit immediately was a bit confusing.. but in the end, I liked it. It was simply a new concept I had to get used to.

What I would improve/change
The uncapped resource deposits, that I could just spam as many harvesters as I wanted, makes no sense, and that there is an unlimited amount of resources, also made no sense, this means that I never need to exapand my colony
The tutorial was insanely slow, and that I had to wait for the voiceover to finish was just not a good experience.
I would create a better and more controlled progression in the game itself, so that a tutorial was not needed.

I will get back to you on playtesting your game. I am out traveling on business right now, but will be back on wednesday, where I will give your game and the feedback trade extension a look :) Sorry for not saying that in the first reply.

Thank you, what an amazing feedback :) 

First, do you have a game that you would like me to test and give you feedback on? Please share a link ;)

Second 

Do you remeber where this tutorial problem is located? Ive been looking through them, and thought I had most of the problems fixed :)

Nice that you found the pacing good, I have tried really hard. 

I will work more on a more balanced difficulty curve in the next major version of the game. 

About the global difficulty setting, this is a good idea, and I will put it in the backlog.. thank you!! 

This helped a lot! My deepest gratitude !

Thank you so much!! This is really helpful. I have been thinking about how to make the "ease" in on the mechanic making it easier to understand what to do, we will be working on this in the next release!

The nighttime is a big pain, and at some point we considered ripping it out completely :) 

I have added a "Breadcrumbs" issue to fix the menu navigation.

The AZERTY Keyboard thing is just a stupid mistake from out side, that will be part of the next update. 

With all that said, I have a few questions if you have time: 

  • If you could change one thing about the night time, what would that be?
  • If you could add one thing to the game what would that be?
  • If you could remove one thing from the game, what would that be?

Again, THANK you so much! This means the world to us!

I have the same problem. 

I was looking for the logs, but there is none :(

Hi, I have played about 30 minutes of your game, and I really liked it. Here is some feedback for you :) 

First and foremost, most of the game here was polished and well thought through, it was a real pleasure to play. 

There was not really that much to say about the core loop and things in regards to the gameplay, as it was just "tight" and working well. There was a bit about how the game was saved and the inventory was a bit "strange" but if you watch the video you will be able to see where it is that I struggle with navigating around. 

The story was working well, and even though I normally skip through texts (as I did in the case of your game as well) then in the end I did manage to get part of the story through some of the missions and cues in the leveldesign. 

What I liked about the game

  • The core loop and general way that the storyline is told is solid. 
  • The loading between scenes, the small introduction to minor puzzles etc. all worked really well. 
  • The small hints around the levels told a story.. the dead bodies, the strange texts on the walls. The mini queues.. all really added to the atmosphere. 

What I would improve on

  • As you have mentioned yourself, there is a few bugs here and there. And that needs to be fixed. If you watch my playthrough, you can see some of these minor bugs.
  • In regards to leveldesign, then I think this is where you can do some improvements.. or not really improvements, but build upon what you already have, as this is super nice and really lift everything up. I truly enjoyed all of the small details around in the game. 

I have added the video here, so you can watch me play the game yourself.


I would really appressiate it if you would spend a few minutes playing my game, and giving me some feedback as well

You can find it here:  https://itch.io/t/4278211/bunny-bunker-test-i-will-test-your-game-if-you-test-mi...

Hey, cool trailer for your game. I watched it, and I got an immediate throwback to one of the first games I played as a kid. 

I liked the popcorn game back in the day, and I played that a bunch, you can see how that played in this video

Trailer feedback

Looking at the trailer, did make me want to play the game. I think mostly because it reminded me of when I played it as a kid. 

What I liked

  • It showed the game as it was, and it made it look exiting. 
  • There was a variation of levels and effects, this made me want to progress through the game. 

What could be improved

  • The game itself lacks a bit of juice, and therefore can feel a bit bland to look at, this shines through it the trailer. 
  • I would move the intro logo and presentations to the end of the video instead of the beginning, I am not super interested in your brand, more in your game. 

I can recommend whatching some of Derek Lieu videos on how to make good trailers.

Game Feedback

The main idea of the game is super nice, and this is an evergreen genre :) I enjoyed playing the game, and it threw me back to the old days of playing popcorn. 

What I liked

  • It felt nice to play and the nostalgia was awesome
  • The powerups was nice, and it felt good when I hit them on occation. 

What I think could be improved

  • I really think that this game could use some "juice" - This old presentation is really good on juicing
  • The controls felt a bit off, and it felt as if it was a bit random wether I hit the ball or not. 
  • The attempt to put textures on different objects and not on others. I think you would benefit of picking one visual style and then following that. 
  • The inability to control the ball was annoying, I tried to hit the ball at different parts of the bar, and it did not work. I think also the 3d effec of the bar made it a bit difficult to understand where things where going. I am not saying that you should add control, but the feeling of control would be nice. 

You can see my playthrough and me watching the video here: 

I would super appresiate if you could give me some feedback on my game - Bunny Bunker

https://itch.io/t/4278211/bunny-bunker-test-i-will-test-your-game-if-you-test-mi...

here is my Feedback:

There is a promise of a great story in the few minutes I played the game. 

What I liked: 

  • The visuals are super engaging and makes the experience nice. 
  • Normally, I dont read the texts, but I did for this game, and it promised me something nice. 

What I would improve 

  • The mix where I am promised a story driven "adventure" game that then throws me into a pretty hard by basic game where I have to avoid astroids, kinda clashed a bit. 
  • I dont think that the difficulty should be this hard, esepcially in the beginning of the game. 
  • The colliders of the astroids where way to big, and the speed was to fast. 
  • It felt as if I was supposed to loose the game. 
  • It was frustrating to not be able to see why I lost the game

You can see my entire playthrough here: 

I would really apprsiate if you could give me feedback on my game as well. Thank you! :) 

https://itch.io/t/4278211/bunny-bunker-test-i-will-test-your-game-if-you-test-mi...

(5 edits)

Hi 

Like last time, I will test your game, if you will test mine.  

I will be testing your game using the following guidelines: How to give feedback to indie games.

You can find my game here

https://polyspice.itch.io/bunny-bunker

Any feedback is appresiated, but I am mainly looking for information about "Pacing" 

Is there any parts of the game that feels to slow or fast. Is there situations where you find outself just sitting doing nothing. (and if so, is this a problem?)

Edits - Links to people that tested, and you should test their games as well:

Open Hatch - https://itch.io/t/4277634/-can-you-beat-level-1-of-open-hatch-feedback-appreciat...

Epsilon Indie - https://crashdumpsoftware.itch.io/epsilon-indi

Thry the webs - https://themetalcarrotdev.itch.io/thru-the-webs

Emily - Demo - https://tetrabyte.itch.io/emily-demo

Move Go - https://onemadant.itch.io/move-go

I wathced it, and the entire team watched it. 

We have been thinking about doing a new way of doing the starving. 

This is the current problem description and some geeneral ideas on how we are going to change it:

There is a problem with the starving mechanic, at the end of the day, the player is not in control of the starvation of the rabbits, and there is a huge amount of “predicatability” needed in order to make sure that the rabbits are not starving during the night.

We would like to change this, so that instead of rabbits starving in the morning, they will use energy during the day. And then at some point needing a carrot to keep going.

An idea is that working rabbits are going to spend more energy, and thus, eat more carrots, while “idle” rabbits will use less energy.

Instead of having to go to the bunker in the morning to eat carrots, they will have to go to the bunker whenever they are hungry

Rabbits that are starving will not die immediately as they do now, instead they will be working at reduced speed while starving. We could make something starving stages. first they work at 50% speed.. everything slows down to 50%.. then they slow down to 20% .. then 10% .. and then they sit down and die. But this will take a long time.

What do you think about that?

This is amazing.. Thank you sooo much !! The starvation problem we have been talking about for a while, so super happy to see that you see this as a problem as well, confirming our problem. I am watching your video now.. but was just to exited seing your feedback, so had to give something immediately. :)

Let me know when you have a new version of your game ready and I will give it another run
For anyone reading this far: Test GiftetArt's game here: https://itch.io/t/3914989/team-up-puzzle-game-prototype-need-your-thoughts#post-...

Hi, I have tested your game and have a video that shows me playing it while thinking aloud :) 

What I liked:

  • The controls were super nice (Need a bit of adjusting, sometimes a bit to sensitive)
  • The map and overview and general feel of the game. 
  • The puzzle idea and "sneak" approach 


What I would improve 

  • The framerate drop problems made it unplayable at times 
  • Clipping of walls and rooms, was really hard to figure out where I could go. 
  • Make the mission and the objective clear, I was constantly confused about what I was supposed to do.


I would really appresiate if you could return the favor and play my game in a similar fasion :) 

https://itch.io/t/3917082/bunny-bunker-build-a-colony-and-send-bunnies-to-space