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Polyspice Games

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

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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...

(1 edit)

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...

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

Awesome :) Glad it helped, please let me know when you have made an update, and I will play the game again :) 

Hi GiftedArt

I played your game, and have some feedback for you in the shape of a video. 

I would appresiate if you would test my game back for a few minutes. You can find the test post here: https://itch.io/t/3917082/bunny-bunker-build-a-colony-and-send-bunnies-to-space with instructions on how to do a video ;) 

Thank you for sharing your game! It have some really nice potential and fun elements. 

We have been working on this game for a while, and woud really like some feedback on how the game feels to play. And what improvements you believe could be added in order to make the game more fun. 

You can download the game here: https://polyspice.itch.io/bunny-bunker

Any help will be appresiated, but recording your playthrough would be the absolute best! 

If you are a bit in doubt about how to record and playtest a game, I made a video that explains how. 

(1 edit)

To this wonderful community.

I would like to share how I go about making feedback videos and in general try to add as much value to the developers that are making the games as possible. 

There is a lot of benefits to this practice of giving feedback

  1. It develops your own analytic skills, and will definately improve your game dev skills
  2. It helps another developer with their game
  3. You will get inspired by playing small innovative games 
  4. etc.. so much is gained from this

On of the best thing you can give is just letting the dev  see you play the game. 

So, if you can simply record yourself playing the game, so much value have been added. This is the best I can get at least. 

If you want to add an extra layer on top of this, you can speak out loud while recording on all of the things that you are thinking and feeling. 

And if you want to go that extra mile, you can analyze the game 

There is 5 Questions you can ask yourself to make this easy. 

  1. Is the features predicatble 
  2. Is the experience consistant
  3. Does the features and game provide instant feedback 
  4. Is the game "Easy but Deep" 
  5. Autonomy, do you control the game, or does the game control you? 

There is a lot of other questions you can ask yourself while playing, but these will definately get you going. 

As promised in the video, here is the text for the .bat file 

"game exefile.ext" 0 -screen-height 1080 -screen-width 1920

Thank you a bunch @gamercomposer - This was really valuable and straight up useful. And extremely painful to watch :D There was some basic bugs that should have been removed ages ago, there was so many "understand" issues. You gave us a lot of work on things there were obvious, once it was shown.

It would be absolutely awesome if you could test our game "Bunny Bunker" 
https://itch.io/t/3801015/bunny-bunker-feedback-on-night-gameplay
I will contact you via mail!

Kind regards

Than you a bunch for the feedback! 
Is this your game that can be tested? https://itch.io/t/3801950/feedback-wanted-stepping-stone-jack-directors-cu

Our game is moving forward nicely, and we are getting to a point where the nighttime needs to be considered. 

What do you think about the current nighttime gameplay, and what would you do in order to improve it?

Link to game: https://polyspice.itch.io/bunny-bunker

If you test my game, I will test your game :)
Post a link to your game and where you want feedback, and I will give it :)

Glad that it helped :)

Hey, Lance wanted to play your game as well, So here is a bit of different feedback :) 

Sorry, I am in a bit of a hurry, so no elaborating text this time ;) 

I made a quick video showing you how I solve the UI problems you are having. 


Absolutely no problem. And thank you again for playing and testing my game as well ;)

(1 edit)

Hi, I have now played and tested your game, and I created a video with some feedback. 

The game concept and core loop is super nice, and it really works, and I have to say that I enjoyed it. 

There is currently to many small things, bugs and gameplay balancing issues, for it to be working well. I would maybe reduce some of the things that I have to do in the first couple of levels, as it starts out with "everything" enabled, and core is fun as it is, so if I were you, I would focus on what you have and make that super nice. 

What I liked about the game: 

  • The core loop is super nice, and it reminds me of the old days where I would play "Roborally" with my friends, planning ahead and see the consequences. 
  • As soon as I understood the planning, it was really working. 
  • The mana and health was a nice touch and it made the puzzles a bit more "complex" without really showing anything (nice supporting loop)

What I would improve on the game

  • The most important thing I would improve would be a small introduction, fewer elements to interact with in a first level, just to help me understand the game. 
  • It was quite overwhelming with everything exposed all at once. 
  • A thing I forgot to mention in the video, was that in the UI when hovering, two pieces of interface that belong together, are updated seperately, this is normally considered bad UI. You can look up Gestalts law of proximity. In essence, it means that the closer objects are to each other, the more we percieve them to belong together.
  • With that in mind, I would also make sure that the "planning tools" and the "plan" UI elements are close together. 

All in all, this game is really nice, and I would definately recommend that you keep working on it, it have great potential! 

Thank you so much for testing my game Infinito Projects https://itch.io/t/3658231/strategy-game-about-bunnies-building-a-rocket-gameplay... It was really helpful ;)

That sounds like a good and fun plan, count me in. 

I will be traveling for the next week, so I will not be much available or answer many messages. 

I will add you to discord, so that we can arrange something. 

my discord tag: tabunuf

Thank yo uso much for this feedback Avocado Smoothie, really nice. 

We are working on a tutorial, and hope that it will be available in the coming weeks. 

The UI bug have been fixed, thank you so much for reporting it. 

We will add a "Speed up" button within the next few weeks. 

The story.. yes, we will be working on making it a bit more engaging.. but, you got us :D We are mainly focusing on making the gameplay fun. 


You forgot to post a link to your game test page: https://itch.io/t/3719305/play-in-browser-plants-vs-zombiesrts-hybrid-needs-feed... I think other would like to play your game! 

I have played your game, and I have to say that it gave me a throwback to the good old "Paratrooper" and "Ganja Farmer" days :) I played that and similar games quite a bit! 

I found a DOSBOX version of the original Paratroper game here: https://www.retrogames.cz/play_616-DOS.php

See my playthrough here

The game as such is a really good start, and the general gameplay loops of the game is solid and are working. Where you could put a bit of work would be on the balancing side. Maybe descope it a bit, and only have 1 difficulty mode, and really work on getting that in a perfect shape. 

What I liked about the game: 

  • The core and supporting loops where really nice, and have what it takes. 
  • The combination of moving and shooting I have not tried in this genre of games, and I liked it. 
  • The reference to space invaders was cool 

What I would improve: 

  • There was a few obvious bugs that should be fixed (Upgrade menu and scale)
  • A intro tutorial is needed, it took me a long time to realize that I could roll with the cabbage. 
  • I would put a direct link to the "upgrade" shop in the game over screen, instead of only play again and main menu.
  • The balance was somewhat off, it felt to difficult and chaotic to begin with, I would really try to make a slow progressing here. 
  • Add some aircontrol of the cabbage, it was super frustrating to be unable to control the cabbage while in the air. 

Thank you again for testing my game: https://itch.io/t/3658231/strategy-game-about-bunnies-building-a-rocket-gameplay...

And as I also mention in the video, I have a podcast about design that you can listen to here: https://www.hiddenbydesign.net/

Hi, and thank you so much for your feedback. 
Sorry for the slow reply, I have been away on business travels, and just came home ;) 

I have ceated video for you, and will be giving you some feedback on your page in a few minutes ;) 

We are working on some tutorials to make the entry to the game a bit easier to understand. 

A new version is coming out soon, (in the next few days) that have a few of the corrections that you are asking for ! 

I dont undertstand what you mean with the last comment though? Is that the problem, that when you are scrolling the joblist, then the camera will also zoom?

Absolutely my pleasure :)
Sorry for the late reply, I have been out traveling, and came home late last nigh :)

I am really glad that you liked it!

I played your game, and I have some feedback for you :)

I recorded the session, and you can watch it here

All in all, its a cute little "ACTION PACKED" game.. there is not a moment of silence, and it seems like to carry through the game as a whole, which is nice. 

What I liked about the game

  • The action packed feeling, something is going on, and there is some tricks to be found on how to play the game. 
  • The pickups were super nice, and that there were so many that dissapeared was an interesting take
  • The "unknown" upgrade really made me curious, there is something interesting that can be used her, I am not sure what. 
  • The enemies where clear in what they did, and it did not take me many seconds to understand the different enemies. 

What I think could be improved

  • The whole experience was a bit messy, there seems to be going too much on in the beginning, and I would work on decreasing difficulty
  • The UI of the upgrade was confusing and I really missed that I could see the cost and what I could upgrade. I would look at other games and how they do this, and start there. The idea we the star with the upgrades coming out from the middle is good, and you could work on making what is what more clear. 
  • The controls were to "wonky" - I did not feel that I controled the situation, rather the situation controlled me. This is something I would work on if I was you. 
  • You spend a lot of time on the intro tutorial, but did not mention all of the important things that the player should know. "How do I complete a round" and what is a "wave" I felt really confused at times when playing. 
  • There is no counter or anything that tells me my progress, adding something like this, might solve the "What is a wave" problem. 

If you have any time, tell me what you think helped you in the video, and where it could be improved. 

Also, I have a game that I am developing. If oyu have time to test it, I would really appresiate it
https://itch.io/t/3658231/strategy-game-about-bunnies-building-a-rocket-gameplay...

Hope this was helpful to you :)

Absolutely no problem - Let me know when if you make a new version, and I will give it another run

I really enjoyed this, and the visuals were really nice. The core idea was solid and fun.. it kinda reminds me a bit of "line wars" and some of the variants of this  in the good old Warcraft 3 days :) 

I think though, that you should try to play the game through yourself though, that is always a good idea ;) There are some gamebreaking bugs, and I was not able to win, nor loose the game. And that is pretty fundamental 

Here is a video recording of me playing your game while speaking out loud of what I am thinking.


Things that I liked: 

  • The visuals were great, and it was clear what I was supposed to do. 
  • Once I had it figured out, it was quite enjoyable, and I started putting down strategies. 
  • The depleting sheep resources, puts a limit to the tame and how long I can sustain myslef
  • having to plan a strategy and balance my resrouces was fun

Things that I would improve: 

  • I would play the game as a player a few times, there were some obvious gamebreaking bugs that you should have fixed.
  • There is the laying issues, characters going behind and in front of trees and objects.
  • The price on things should be a small tooltip, or it should be clear what things cost, I had no idea what warriors were costing, and how to plan ahead, if this is a "strategy game" then I need information that can help me create and plan a stragety on how you use my workers. 
  • I needed some sort of indication of how durable my soldiers were, adding a simple healthbar would be fine. 
  • The archers did nothing.. or at least I did not see them do anything, so I quickly stopped purchasing them. 
  • There was no indication of how durable the goblins were
  • I was unable to win the game.. or loose it, and at the end of the level there was some really though bugs that broke the game
  • The pacing ofthe game was a bit off, and I believe that increasing it so that as a player I am not ideling just as much
  • You should think about when things are automatically deselected, when puchasing new workers, I would like to buy 3 in a row, but I cannot, I have to do 3 clicks for each. 

All in all a good and cute little game, there is some obvious polish that you need to do ;) 

If you have time to return the favor and play and give feedback on my game, I would really appresiate it: https://itch.io/t/3658231/strategy-game-about-bunnies-building-a-rocket-gameplay...

Demo of our game Bunny Bunker - https://polyspice.itch.io/bunny-bunker

Just to make sure that we did not miss this. This issue was fixed a while ago :) Thank you again.

About the puzzle platform, I understand. I think what I was trying to express, what that the constraint and inability to control at all once I have taken off made it feel like I was just watching, and being not able to fulle take advantage of the different mechanics that you have in the game. 
Ideas like, hold down to decide how much force I jump with, 1 second second jump.. or similar that could give me some bigger feeling of control. As right now it just felt like I was watching and hoping that my jumps worked. I dont know if my suggestions will work with the game, but it was what I was thinking while I was playing the game. 

I was looking for the controls, so I guess that I was unable to find/understand that this could be done :)

Thanks for sharing your game

I tried your game, and this was really fun. And I have some feedback for you.

Things that I really liked about your game: 

  • The core idea of jumping from planet to planet really worked. I had a lot of fun with this. And to some extend, it reminded me a bit of the "Super mario galaxy" which I had a lot of fun playing with my kids when they were smaller. 
  • The gravity around the planets was fun and engaging, and I was looking for ways to use that to have some fun. 
  • I dont know why, but it somehow reminded me of playing Star Control II when I was younger.

Things that I think could improve the game

  • I was missing a bit of flow - the linear approach to "there is only one planet I can jump to" felt restrictive, and I would have prefered if I could have had a bigger map zoomed out a bit more, and had to find my own way instead of following a specific path. 
  • The gravity fields were extremely fun, and I would think that if you made them a bit bigger, they could be used a bit more effectively. 
  • I missed a bit that if you missed your target, then you would just fly into space. A small jetpack or something that could give you temporary control while between planets would be nice. 
  • The planet controls were a bit odd.. there is only left or right that the bird can walk, so why not leave it to left and right arrows?

I really enjoyed the game, and I believe that it have great potential for something bigger. 

If you could spare a few minutes reviwing my Demo, I would really appreciate it : https://itch.io/t/3658231/strategy-game-about-bunnies-building-a-rocket-gameplay...

This was fun. Thank you for sharing. Great vibe!

This was a really funny little game, and I liked it a lot. 

Things that worked well

  • The "on/off" feature of the game which made me have to remember the path was really fun. It felt great when I remembered the path, and when I missed it, the fact that you just start over was good for me. Just the right amount of "punishment" 
  • The "circle" at the end, for some reason, I feel that the visual structure of the game told me excatly what to do. The skulls are clear that I should avoid them, the rocks are also clear that I cannot go through them, and the circle indicates that I need to go there. 
  • The music is nice, and fits the theme
  • The story being told in the beginning of the game was nice

Things that could be improved and ideas

  • The game is not saving my progress,  and it was annoying that I could not replay a level against my own time. When I went back to main menu to replay a previous run, I lost all my progress. 
  • It would be nice with some soundeffects when you die and move 
  • I dont know about the red color, I understand its purpose, it just feels a bit flat (this is probably just me)
  • Some moving or more advanced pieces
  • Some powerups that will allow you to jump out of the water and across rocks. Extra fish or something else that can be collected while playing. 
  • A time pressure and maybe playing against a ghost fish or two to reach to goal first. 

thank you for sharing your game

If you have time to play my game and give it some feedback, I would really appresiate it :) 

https://itch.io/t/3658231/strategy-game-about-bunnies-building-a-rocket-gameplay...

Thank you so much, this was amazing feedback !!
The night ending is spot on, and it is nice to see you confirming that this is a weak spot. In the next version, the night will end as soon as you have killed all of the enemies. 

The pacing of the game is something we need to find out how to fix. I have a few ideas on this, but my current main idea is to have rocks, wood and carrots on the different empty tiles that can be picked up in the beginning of the game, this should give you as the player something to work on to gather resources fast to begin with, while the bunny colony builds. 

I had not thought of a "speed up" button - which is super silly :) We even have a "Speed up game" hotkey in developer mode  - I will add this, thanks for that suggestion. 

I will also definately follow your advice and put some of the story a bit more into the game, and try to push it a bit more. 

For the gameplay comments: 

  • Thank you - this is a good idea. I have been thinking alot about wether we should have bunnies perform tasks, or bunnies just doing things. The feeling we wanted to give the player in the end is that you are just assisting the bunnies, and not controlling them, so we ended up with just setting up jobs, and then letting the bunnies figure it out themselves. We will add better and slower tutorials.. inspired a bit by yours in your game. 
  • Definately will make sure that the bunnies are going to be vissible and not stack on top of each other.
  • We want to add additional buildins for sure - we just really wanted to core gamplay loop to feel good and see how it will work before pushing further and adding more buildings. 

Thank you so much for your feedback this was gold. Let me know when you have the next update of your game, and I will give it another round of testing and feedback.

This was a fun little game, and I enjoyed it. I have filled out the form.

Here is my feedback

Things that I think really worked

  1. The inverted, build an army to kill the goblins lair was fun, and after the first round, I was ready for more
  2. Being able to control the units and attack the towers was fun and interesting
  3. It was really fun to be able to build my units and set up the right combination of units
  4. The guides were helping me great, and I liked it

Things that I think should be improved

  1. The building the setup of units was really fun and showed great potential, and I would work on making that work better
  2. The controling of the units did not have a lot of visual feedback and the "dragging" around the units gives you individual control. But to be honest I would have been just as happy to just be able to select the unit and control that. Chosing individual soldiers seemed a bit to "detailed" 
  3. My units got stuck behind the fence because I tried to attack a tower, so they stopped attacking the fence.

Thank you for sharing your game! 

If you have 10 minutes to spare to test my game and give some feedback that would be really great: https://itch.io/t/3658231/strategy-game-about-bunnies-building-a-rocket-gameplay...