About Polyganz (twitter: @Polyganz)

Hi, my name is Tobias Baumann and I'm an indie game developer from Switzerland.


Ludum Dare 33
Ludum Dare 32
Ludum Dare 31
Ludum Dare 28
Ludum Dare 26
Ludum Dare 25

Polyganz's Trophies

Polyganz's Archive

Ready to fire some lasers?

Posted by (twitter: @Polyganz)
Tuesday, August 25th, 2015 9:01 am

UFO by Polyganz

UFO by Polyganz

Play my LD compo entry and help me decide whether I should make this into a full game with some proper graphics or not. Thank you :)

“A nice Day in the Park”

Posted by (twitter: @Polyganz)
Tuesday, April 21st, 2015 10:27 am


So for this jam I wanted to use the motion capture system Perception Neuron. Because I work at the company who developed the system it was my goal to see how well it worked for recording animations and what I could get done in 48 hours. The rules I set upon myself turned about to make the jam a lot more difficult once the theme was announced. I spent a good amount of time trying to pair game ideas with motion-capture, the time and resources I had available.

The idea of having a recorded motion and then disabling the animation to turn the character into a ragdoll turned out to be really easy. Unity’s animation controller is pretty straight forward with this as you can use one invisible character with the recorded motion and then use another rigged model as the visual component driven by the animation controller. When you turn off the animator component the ragdoll becomes active. I was surprised how well this worked. This allowed me to use the recorded motion without any data cleanup or anything else in Unity. Simply exported as an FBX file from the tracking software and imported into Unity.

The resulting game concept from that was pretty straight forward. Prevent dude A from reaching point B by dropping stuff on his head.


Give it a try and let me know what you think.

Ludum Dare, this time with motion-capture!

Posted by (twitter: @Polyganz)
Friday, April 17th, 2015 1:29 am

I’m super excited for this Ludum Dare jam as it’ll be the first time we’ll make the Perception Neuron motion-capture system available to all developers visiting the local Beijing jam hub. It’ll allow developers to record motions for their actors very easy and on the fly. I’ll also use it and see what kind of game I can get done in 48 hours using recorded motion capture data. Should be very interesting. :)

If you want to know more about Perception Neuron here are two links: Kickstarter / Website


I never expected my game to turn out this beautiful!

Posted by (twitter: @Polyganz)
Saturday, December 13th, 2014 12:57 am

CUBE ClickerThanks to Reddit player super_aardvark for this awesome screenshot of my entry:

Play CUBE Clicker


CUBE Clicker – Fixed some bugs

Posted by (twitter: @Polyganz)
Monday, December 8th, 2014 11:37 pm

Cube Clicker

Fixed some small bugs with the numbers going negative when reaching a certain value. I changed the number type to double so a 16 digit amount of cubes is possible now.

Happy clicking :)

CUBE Clicker

Posted by (twitter: @Polyganz)
Monday, December 8th, 2014 8:45 am

So this LD has turned out interesting. After a much bigger idea, that would’ve required a lot more elaborate assets, I quickly decided to reduce to what I know best: Using cubes and then adding fancy post-processing effects to make everything look prettier then it actually is. I guess you could call this digital make-up. But actually don’t be fooled by this because a good result requires a lot of attention to the details and fine tuning the settings. I spent a considerable amount of time on adjusting the colors of each object and of the particles to create a harmonious and appealing image. Also working with only the bloom as a post-processing effect required a lot of iteration on the brightness of each object. Turn it too bright and the bloom will visually overflow the image. Luckily this came in handy for instances like firing the lazers. Sometimes pieces just fall into place and its a great feeling but don’t be fooled. It also requires a lot of work.

I feel a little guilty though for reducing the concept so much that now its basically a copy of Cookie Clicker. Undoubtedly a great inspiration and fascinating concept given the simple mechanic. I however hope to have added enough meat to the bone, to create a fresh and interesting game experience. Either way it was a good exercise and something I wanted to do for a while.

If you feel like clicking on the Cube then follow this link: CUBE Clicker

One last surprising thing: Using Unity 5 and the WebGL compiler really surprised me with an astonishing result. After an effortless build, the game runs just as fast and stable as in the executable, even after keeping it running for hours! :)

Getting somewhere #ld31

Posted by (twitter: @Polyganz)
Saturday, December 6th, 2014 7:54 am

Ok after a lot of reducing and stumbling over my own ideas I think I’m finally getting somewhere.

Bildschirmfoto 2014-12-06 um 22.38.52


The original idea was a mash up between cookie clicker, candy box, the garrison missions in WoW and base building. Yeah clearly a little too much for 48 hours. So now I’ve settled for a simple re-interpretation of cookie clicker. I feel a little guilty for this but then again it should be a good scope for the remaining time and provide a good exercise.

Progress Update

Posted by (twitter: @Polyganz)
Saturday, December 14th, 2013 3:48 pm


So couple hours into the jam the core gameplay works. The player can place, remove and edit grid trigger plates. The runner behaves accordingly with game-over and win states working. If you feel like giving it a try there is a webplayer here: http://www.the2ndsky.ch/LD28/

The goal is to build a path to the target block by using various trigger plates that change the path of the runner. Once you click play you have no more influence into the game, hence the theme “you only get one”. What do you guys think?

I’ll now work on camera function, two more trigger plates and then I’ll decide upon an art-style as well as a setting. Followed by modelling and finding the right sound effects. :) Watch it all go down in history: http://www.twitch.tv/polyganz

Now developing: Grid Runner

Posted by (twitter: @Polyganz)
Saturday, December 14th, 2013 4:56 am

So after spending an extensive amount of time in the shower and crying like a little boy over the theme “you only get one” I’ve finally come up with the following idea:

Grid runner is an isometric strategic puzzle game.
The goal is to get a runner into the target zone in one run by adjusting his path through various grid plates that can be placed in his way.
The player has a limited amount of grid plates available to solve each level.

So in a way its like a problem solving game where the player defines a set of actions that get executed in an order with the hope of a profitable result. In this case: of the runner getting into the target zone. What do you guys think?

I’ve yet to find a proper setting for this type of game so I’ll work on the functionality for now. I’ll mostly be using Unity3D pro, 3Ds Max and Photoshop. If you’re curious like George then you can also watch it all go down in flames (or not) on my stream that I intend to keep open for the whole LD: http://www.twitch.tv/polyganz

Naughtyloose’s fun livestream

Posted by (twitter: @Polyganz)
Saturday, May 4th, 2013 2:46 am

I’ll be playing some Ludum Dare games and do live commentary to the best of my english capabilities:)

If you want to join the fun: http://www.twitch.tv/naughtyloose/new

If you want to add your game to the playlist: https://docs.google.com/document/d/16yk2ZSE0m5HQkmCCcxGaAFe7XHYOViKRazKXvxQj0mY/edit


Timelapse and Gameplay Video of OBASS

Posted by (twitter: @Polyganz)
Wednesday, May 1st, 2013 4:22 pm

Finally got this done. 34 hours, and 10 minutes down to 16 minutes. If you want to play it yourself: <click me>

2nd progress video

Posted by (twitter: @Polyganz)
Sunday, April 28th, 2013 2:14 pm

Hey, this doesn’t look too bad and also plays nice. Now if I only would be done with the levels and modelling some proper game models.


One-Button-Auto-Shooting-Scroller Progress report

Posted by (twitter: @Polyganz)
Saturday, April 27th, 2013 1:52 pm

Ok time for a first progress report. The game I’ve decided to make is a one-button-sidescroller with automatic shooting. Sort of. You play as an probe with automatic defense mechanisms. All you can do is increase your vertical thrusters to prevent from falling into the ground. Picking up powerups adds to your armor or increases your turret power. The goal in each level is to make it to end without being shot down by enemys or flying into the wall.


I’ve got most of the core stuff done. Win/lose state and screens. Collisions, upgrade pickup and loss (if you fly into an enemy). Next up is adding some more upgrades and another enemy type as well as some fine tuning. After that its off to creating a few levels and after that I’ll add sound. So far I’m pretty happy with what I got done in 12 hours. :)

If you feel like watching here’s my twitch: http://www.twitch.tv/naughtyloose/new

LD26 Oh boy here we go!

Posted by (twitter: @Polyganz)
Friday, April 26th, 2013 4:36 pm

So this will be my second LD and I’m totally stocked but also tired as its 1 am here in Switzerland. I’ll try to get a good nights sleep so my mind will be ready for the task ahead. As usually my weapons, erhm, tools of choice:

Engine: Unity
Coding: JavaScript (Mono)
Art: 3DS Max and Photoshop
Sound: jesus lord, lets see I have time for that 😀 But if I do it’ll be SFXR and Goldwave

Obligatory workspace picture:


I’ll also livestream the entire jam and to a timelapse afterwards. If you feel like watching my confused face as I’m trying to understand my own code then bookmark my Twitch page at: http://www.twitch.tv/naughtyloose/new :)

Timelapse of my last jam:

Good luck everybody!

“You are the King” – Post Mortem & Timelapse Video

Posted by (twitter: @Polyganz)
Monday, January 7th, 2013 1:38 pm

This was my first Ludum Dare and I must say it was an awesome experience. I’ve learned a lot and I’m also pretty amazed by how much I got done in those two days. So here’s the post mortem for my entry.

What went right

Since this was my first LD I didn’t really know what to expect or how much I would be able to get done. So I was amazed that I actually got the core gameplay working given the fact I went for simulation game. I was also surprised at my own coding. Usually I tell people I’m not a very good coder but looking back all I did was coding 😀

first running version

first running version

So I’m pretty happy how the game plays. Its fun to watch the citizens walk around and do their thing. The initial brainstorming and mind mapping helped me a lot as well in filtering out game ideas. The minimalistic graphic style turned out well but this may also be due to my previous games and experience with it. Ultimately it allowed my spent as much time coding as possible.


What went wrong

The core game concept was to force the player to suppress their citizens in order to win the game. So even the player has good intentions he will be looked as an evil king in the eyes of his citizens. The problem with this concept is that it was difficult to generate enough feedback to the player so he would understand it. I also stumbled upon how to communicate to the player that he has to force his people back to work in order to win the game. The intro story of the immediate great drought tries to provide some motivation and context but I’m not sure of people even did read all that. I tried to display angry citizens by placing a dark cloud above their heads but something else like them rallying and demonstrating in front of the castle probably would’ve been better.


Another thing was that depending on the camera zoom some things got lost and they player didn’t get what was going on or why things happened a certain way. This brings me to the next issue. The user interface which displays necessary game information but in a unappealing and cryptic way. For example its very easy to lose track of the food count.

I didn’t have time to create a tutorial or some introduction to the gameplay mechanics. I also didn’t have time to properly playtest the game in the end and there are some severe balancing issues.



Feedback is king! Because if the player doesn’t get whats going on the game isn’t going to be much fun, unless of course thats to point of the game. This is a kind of obvious thing but it gets lost so easily in between all those awesome features inside your head. I’ll definitely spend more time on communicating things better to the player in my next Ludum Dare. I’ll also try to do a simpler game so I’ll actually have enough time for that as well. I’m definitely looking forward to it.

If you want to play the game then follow this link.

If you want to check out my development tumblr then follow this link or if you want to see what other games I’ve made then follow this link.

Thank you.

You’re the King – What is the player motivation?

Posted by (twitter: @Polyganz)
Sunday, December 16th, 2012 10:09 am

Here I’m with another update. So far the essential stuff works. Essential that is all resource gathering and the death of the whole population if there is no food. However this brings me to a more fundamental issue regarding the core concept of the game, or what is the motivation for the player.

The initial design was that the player becomes the villain by his own actions in order to win the game. Now I’m having a hard time integrating this concept into the game in a meaningful way. The original win condition was to reach a certain population amount. But how do we turn the player into a villain by doing so? Simply forcing the workers to work all the time in order to provide enough food for the whole population seems too simply and boring. Hopefully I can come up with a good idea in the remaining hours.

Here are some new screenshots to keep you entertained :)

LD25_dev_screen_3 LD25_dev_screen_4

As always, watch me solve this game design mystery live on my stream: http://www.twitch.tv/naughtyloose

[cache: storing page]