Month: May 2014

Oggipital Pro Tip #16

Pro Tip #16

Luckily we weren’t finished for good, just for the scoring stuff. Save this in category “Do’s and Don’ts, Mostly Don’ts”. The latter sentence describes one more of those sudden death situations.

Incorrect cuts gets you a visitor. Be extra careful when the Oggiput is on the field.

There’s just no room for errors once the Oggiput comes along. Concentrate, let the situation calm down – but only a bit, as the Oggiput likes to jump across the playfield when he gets bored. Make that pinch, squash him like the bug he is. Try not to squash too many Kisau Veelas in the same go, but sometimes there’s just gonna be collateral damage.

Just. Don’t. Miss.

The Kisau Veelas: “Wansy”

The Kisau Veelas are named in foresight for the kids’ game I’m planning to do with them. One of the kids’ game’s aspects would be, not very original, an educational one, more precisely about counting. So the names are derived out of the English words for the numbers 1 – 10.


This is Wansy. I haven’t put my mind to developing the characteristics of the Kisau Veelas, as it’s not that important in Oggipital. But for the kids’ game there certainly will be a well-thought character and characteristics palette.


All of the Kisau Veelas have a set of facial expressions in Oggipital, and a specific small animation. There’s no sounds attached to them because having like 40 Kisau Veelas on the playfield would mean the game would never shut up. So the animations are there just for fun, for that small polish in the game.


The Kisau Veelas: Intro

Oggipital has a bunch of characters in it, but the thing is – the game is not at all about the characters. The game mechanics have initially been designed just to be actions and functions, not related to a character or a story at all. The game idea was initially much more of a hard-but-simple game, a very short slicing/cutting frenzy, do-or-die. The art style was supposed to be “line graphics on acid”, very much inspired by Super Hexagon. Super Hexagon happened to be the first thing that went big on the indie side at the time I entered Twitter.

I had – still have –  a great idea for a kid’s game, and I was juggling for a while if I would make that as my first game. This was at the time I noticed kids’ apps and games was becoming big (here in the Nordics’ driven a lot by Toca Boca), and I knew a well-made kids’ game would easily gain a top position on the App Store charts. I was right – six months after I saw dozens of new kids’ apps popping up and the App Store featured a lot of these. Feeling a bit defeated (by my laziness of not pursuing that game), but I’m sure there is room for yet another great kids’ game. Believe me, I have two little gamers here. The iPad is awesome for kids.

But the size of the project dissuaded me, and in hindsight that was good. The decision to make a simpler, smaller game as the first game was certainly the best approach to enter the game development industry.

However, I started thinking a bit ahead. I’m in this for the long haul, fully intended to run this as a business and make a living for me. In an attempt to maximize future benefits – both in workload and in marketing – I decided to change the art style of Oggipital (whatever the working title was in the beginning…hadn’t one, I think). I wanted to get a feeling for the art style for the kids’ game, and the style by Pietari Posti was so great that I wanted to fix that immediately.

The plan was to make a simplified set of the kids’ game characters and use them for Oggipital. This would pay off when the kids’ game is out, as the characters are already known. Building a brand, sort of. I noticed the game mechanics were a good fit for these simplified characters, so to browse my List Of Crazy Ideas did not take long, and I had the names and main characteristics of the characters ready. They will fit both games – the kids’ game will be an extension to the characters seen in Oggipital. Yes, the kids’ game will happen. One day.

In Oggipital the Kisau Veelas, as I call the funny chaps which you are about to slice and dice, are essentially just round blobs with funny faces, and fulfil the game mechanics’ need for round, cuttable, equal sized targets. But I’ll run a set of blog posts to show off each character – because the art style is awesome!


Oggipital Pro Tip #14

Pro Tip #14

Here we really rub in tips #8, #9, and #13.

More Kisau Veelas altogether at Level Up means more points. If I recall correctly.

Seems to me like not only the most common kind of Kisau Veelas play a role, but also the general amount of Kisau Veelas you’ve been able to collect during the level has a say in how high you’ll reach on the leaderboard. If you combine this with the other tips… oh wow.

Oggipital Pro Tip #13

Pro Tip #13

Together with tip #9, this one is a real gem in the “High Scoring” category.

More Kisau Veelas of the most common kind at Level Up means more points. I think.

This starts to tie all those ideas about collecting a certain kind, and not cutting more than twice, and so on. Could it even be so ingenious that the most common type plays a special role in the scoring at level up?

Oggipital Pro Tip #12

Pro Tip #12

In category “Hidden Features”, this one’s for the real pros.

Are Kisau Veelas stuck at awkward places? Try a quick shake of your device. Not too much, though, or you’ll get a visitor.

If you play for long, and you got a good thing going, you might notice that the Kisau Veelas have a slight tendency to flock. If you got a lot of small one’s around the big one’s, which you still want to cut, it can be tricky to not hit the small one’s. You want to keep those small one’s around. Get them off the big one’s by shaking your device quickly –  not much, not often, just a flick! Going pinball-machine-berserk on you iPhone might have negative impacts – both on your game and on your iPhone¹.

¹ Sneeweis is not responsible for damage brought to your surroundings due to shaking, slipping, and launching your iDevice as a projectile into your brand new widescreen TV.

Oggipital Pro Tip #11

Pro Tip #11

And right from the “It’s Not Over Until The Fat One’s Are Gone”, this explains why the Level Up seems to be so random.

You need to cut each Kisau Veela at least once to be able to Level Up.

The Level Up rule is the most confusing and the hardest one to get, I’ve heard. I concur it’s not the simplest and most logical rule, but it’s not that bad. The tutorial explains it. You need the majority of the Kisau Veelas to be of the same kind before you can level up. Simple. And to open the level up gate, you need to cut so that this majority is on the same side of the cut you are making. Simple, unless you miss the cut, or have miscalculated the amount of Kisau Veelas. But that’s on you, not me.

You need to cut every Kisau Veela at least once, otherwise you would level up way too easily, and most annoying, too early – at a time you would still keep on collecting those points. Mathematical fact, trust me.