PCG in my Games

Hello everybody,
Long time with no posts or updates here. It seems like desert, sorry for that but I am sure people who follow me on twitter knows I was busy with my Master’s Thesis in Procedural Content Generation (PCG). I have always used PCG in my games as an excuse for being lazy and not designing levels (as I am not amazing level designer). In this post I will wrap up quickly some of the PCGs I used in my games. In the next post will talk about PCG in my Master’s Thesis.

Slide27
As most of people noticed lots of my arcade games used PCG especially top down shooters (Clean’Em Up and Alone in the Park). All these games don’t have levels designed in advance, but instead they have enemy numbers and types to be generated. The system afterwards choose the most suitable location (away from the player position) and insert them. Pace Maker was a little different where the system generates the types and numbers based on the level of difficulty so as difficulty increase the number of enemies and variety of types increased.

Slide82
Match a Number used PCG technique to generate the map. The idea is super easy

  • Insert random tiles (numbers and types) over the whole grid
  • Choose the solution length based on the player score (define the difficulty).
  • Generate a random path of the specified length without any loops.
  • Calculate the value of this path and consider it as player target

For the puzzle mode instead of generating paths, the whole playground is divided into sets according to the number of sets required at the beginning and then calculate the value of each set separately.

Slide84
Atomic+ bullet pattern was generated based on a certain equation of difficult. The bullet generator is divided into the following features and by combining these features we can get a new shooter

  • Bullet Path (bp): how the bullet moves in the game (straight line, sin wave, spring, and circular path).
  • Number of Spawner (ns): how many places bullets should fire from the center (1, 2, 3, and 4).
  • Rate of Spawning (rs): how many milliseconds does the spawner need to spawn a bullet (800, 750, 700, 650, and 600).
  • Number of Burst bullets (nbb): how many bullets should the spawner generate at everyshot (1, 2, and 3).
  • Number of Bullets (nb): how many bullets the spwaner should shoot after each other (1, 2, and 3).
  • Spawner movement (sm): how the spawner update its position (no movement, circular movement, and ping pong circular movement)

Each of values for each feature has a specific difficulty score. This score is inserted in a difficulty equation and if the output difficulty is near the target difficulty then this generator is used else repick another random generator. The difficult equation is:

difficulty = sm * rs * bp * ns * nbb * nb

Slide73
Last game I am going to talk about is DivCircle. The music and the rotation are both chosen by the computer. For the game music. The music is divided into several tracks overlayed over each other as the rotation speed increased each layer of the music got activated and as the rotation speed decrease the layers gets lower. Also as the player approach more towards the death, all layers volume decreased while sounds of talking people increases. That’s everything with the music and Ben Burnes did an amazing job in helping me to reach that. About the rotations, I divided the game into 14 sequence each one with its own difficulty score. These sequences are:

  • Speed Up
  • Speed Up Fast
  • Slow Down
  • Slow Down Fast
  • Reverse
  • Speed Reverse
  • Slow Reverse
  • Reverse, Reverse
  • Speed Up Fast, Speed Up Fast, Slow Down Fast
  • Slow Down Fast, Speed Up Fast
  • Speed Reverse, Slow Down Fast, Speed Reverse
  • Reverse, Speed Up Fast, Reverse, Slow Down, Reverse
  • Speed Up Fast, Speed Up Fast, Reverse
  • Speed Reverse, Slow Reverse, Speed Reverse

All actions are stored in a queue and every amount of time an action is activated and new action sequence is inserted in the list based on the current player score and current rotation speed and how old is the reverse. The amount of time for inserting and applying new action is decreased as the score increase.

This is everything for now, Hope its a little bit entertainment and useful. Stay tuned for the next post which is gonna be about General Level Generation for Puzzle Script (which is a part of my Master’s Thesis).

Bye Bye for now

Game Development BootCamp Talk

Hello Everyone,
Sorry for being away still trying to get out of depression but at same time I made a talk for an event called Game Development BootCamp in Egypt in Alexandria (a city on the north coast) I went there with my game developers / designers friends and I enjoyed it because it was really good time to get away from everything and try to get out of depression it helped somehow but I keep going back and back to depression but don’t worry I am getting out from that.

Here a recorded video about the talk (The talk is in Arabic so I will post the slides with English explanation to everything in here as I done with A Maze talk)

P.S. The talk is not recorded from the beginning they started a bit late (10 mins late)
Let’s cut the crap talk I am doing and let’s get to the talk itself :) The talk is called Tossing a Coin which is mainly my personal experience and trip about publishing commercial games till my latest game Atomic+ and telling people there is mainly a huge part of luck in all that but in the end do your best and may be the luck be on your side :)

Slide1

How many people know this game? [lots of people raise their hands]
Slide2

Yes its Flappy Bird.
You play as a bird that falls with gravity and when you touch the screen the bird flap its wings and jumps up. You have to pass through the pipes and avoid hitting into them or falling off the screen.
Slide3

The game is stupidly hard and that’s because of the game having bad collision (hit boxes are a bit larger than object).
The pipes are same pipes from Super Mario.
So nothing unique about that game.
Slide4

Although of all what I said the game had millions of downloads, it was the top in AppStore (for long time).
Everything started by some school students who downloaded the game and started challenging each other.
After sometime some people started recording weird vines about people playing Flappy Bird and getting angry and frustrated and because some of these vines are pretty weird and funny it caught people attention started wondering about the game and downloading it.
Also the cute little bird icon caught some people eyes.
But that’s not enough reason for getting to top of AppStore. The main reason is LUCK because of it school children found the game and because of Luck someone started vineing and these vines went viral.
Slide5

Tossing A Coin is the name of my presentation today where I am gonna talk about my personal experience of releasing Commercial games in different stores.
Slide6

Who am I? I am Ahmed Abdel Samea Khalifa Indie Game Developer / Designer.
Created around 5 Full games (2 flash games, 1 pc game, 2 iOS games) you can check them from games section on the website.
Created over than 30 prototypes mostly are done in gamejams.
Now working on new mobile game.
Slide7

Why do I make games? First answer because I love games (love playing games, making games, watching games).
Its the only way I can express myself, as you can see I am terrible writer I can’t write good lines, sometimes feel shy talking to people. I make games to express a feeling I have, explain idea or thought or/and telling people my opinion about certain topic.
Games make people happy and I love seeing happy people with smiley faces so its another reason I make games.
Slide8

How many people know this game? [Some people raise their hands] yes its 2048.
You have to swipe the screen in any direction so all tiles moves in that direction and equal tiles are combined in one tile with summation of both tiles. You have to get 2048 to finish the game. Every step new tiles entered the map with value of 2.
Slide9

How many people know this game? [very few people raise their hands] Its called Threes.
Its the original game of 2048. Its same as 2048 but instead of 2 you play with 3 (From here come the name).
Slide10

2048 is a copy of a game called 1024. 1024 is a copy of Threes but we can’t blame the developer he was just a little kid trying to learn programming so he created open source game 1024 based on his favorite game Threes.
Although Threes came out before 2048 but 2048 is much more famous and having more downloads than threes. So why is that?
Some people says because 2048 is a free game while Threes is paid one that makes people download it rather than threes.
Also being an open source project lots of clones of 2048 are placed in the store and on web and on every platform so it was easier to find 2048 than finding Threes.
Developer thinks that colors and animation he used is better than Threes (my view because it use de-saturated colors while Threes colors are more vivid) I think that reason is lame.
Also some people (like me) prefer number 2 and its multiple rather than 3.
But the hugest part of success of 2048 over Threes is LUCK because of it people noticed 2048 after Threes was out and become famous somehow.
Slide11

Clean’Em Up is a game I made for PC with a friend of mine Omar Khaled Shoukry (that’s why we named ourselves Omidos (Omar + Amidos)). The game is top down shooter where you play with antivirus who wants to destroy viruses infecting the system. Viruses in the game act like real life computer virus (ex: Port Holes cause more viruses to enter the system, viruses infect files and replicates, Worms replicates themselves very quick …etc).
Slide12

Since me and Omar love top down shooters so we decided to create one with a twist where the player can shoot from front and back (back is not for aiming its just supportive gun so you should choose carefully the best supporting gun in the back).
The game was part of Imagine Cup 2012 as a request from my friend Omar and also as a target and ambition to us (That’s why the game is about viruses and antiviruses).
We worked on the game for 6 Full months we everyday test the game and add new features and create new levels (I work more than 10 hours daily during that period on the game).
It was my first commercial game since I felt I put huge effort in the game. I thought I could charge some money from people for it. As I can’t find sponsor for it (like flash games) as it was made in XNA framework.
On the release day the game FAILED.
Slide13

I always learn stuff by the hard way after releasing the game and something happens I start thinking why that happens so let’s analyze why it failed.
Since we had small time frame for the game and we aimed very high and I wanted to have aesthetics that makes you feel you are inside a computer so I got inspired by Geometry Wars graphics. Since Geometry Wars also a top down shooter people called my game Geometry Wars clone without even playing the game (as its different). So the look hurt the game a lot.
We designed around 75 Levels which was a huge mistake because most of them are just redundant levels with nothing new so the unique levels are just about 40 or 50 level max and all other levels are just repeating levels so people gets bored quickly before seeing different kinds of mechanics with different levels.
The game was designed by me and Omar and tested by us and other friends who are very good at top down shooters so the game was very very hard to any newbie and we didn’t notice that at all because for us its easy. Even when we where designing levels, I test the level and found it easy so I ask Omar so he agrees so we increase the difficulty of the level till making it insanely difficult.
The game didn’t focus to show the player what’s good about the new mechanic or how to choose the back weapon well so no one cared about the back weapon, so it was nothing to people as if there is nothing new just more headache.
I didn’t support XBox controller (as game was for PC) and most of top down shooter fans love to play games with dual sticks rather than keyboard and mouse.
Bad coverage hurt the game more because on day of release (I was still not very known) so when I sent emails to journalist in the indie press, it never got their attention because of the game look and lots of top down shooter games are released frequently, so rarely anybody wrote about it. Even the small amount who wrote about the game were not good reporters some of them didn’t judge the game and started judging me because the game was in English not Arabic and was for PC and not for iPad, another one gave the game bad rating because its PC game and he don’t like small games to be on PC and I should have made it for mobile devices.
Although all these reasons that caused the game to fail but the main reason behind everything was LUCK as usual because Flappy Bird had nothing and it was a hit.
After that huge failure I got pretty depressed and in very bad mood so to get out of that mood I started creating more games (prototypes).
Slide14

So I created that game.
Slide15

and that
Slide15

and that
Slide15

and that
Slide18

and that
Slide19

and that
Slide20

and that
Slide21

And more prototypes than I can share here. I made all these prototypes just to forget about my sadness and get out of it but what I didn’t know at same time that this was some kind of marketing to myself. I built a big audience, built fans on twitter by posting to #ScreenShotSaturday and following people and talking to designers and developers. Also making lots of games made the press featuring most of my games without even me asking them. So I had better contacts with press and more fans than before. That’s also the same reason why people create free games because they want to create fan base for themselves before going commercial.
Slide22

Match a Number my first commercial game on iOS (also any mobile device) where you have to get the target number by holding a tile and move vertical or horizontal till you get the same result (blue tiles are positive, red tiles are negative, yellow tiles are multiplication).
Slide23

The game was released on 14th Novemeber (I spend around from 1.5 to 2 weeks (Full time) working on it), I sent lots of emails to review sites, twitter friends and some of my fans, also made lots of tweets about game before release and on release day. I got nice amount of coverage but I just got 2.33K downloads (2.06K are free downloads as I set the game for free on my Birthday) I can say that game is a bit success compared to the massive failure of Clean’Em Up but still the money came didn’t cover the development cost [These stats are a bit old].
Slide24

Atomic+ is my second commercial game on iOS where you play as that hollow circle that rotate in orb around the center and you should pick squares and avoid hitting white small dots (bullets) coming from the center. Getting a square make the player change direction of rotation and change background color and change the center shooting pattern (as center shoots bullets with a pattern that changes with each square). Touching the screen increase orbit radius and releasing decrease it. The game is nominated as Best Audio Game in IndiePrize 2014 in Amsterdam (Thanks to Essam Ghamdi without his music that game wouldn’t be possible or a hit).
Slide25

The game was released on 19th December (I spend from 3 to 4 weeks working on it (Full Time)), I did same marketing for it like for Match a Number but this time I didn’t even cared a lot about resending again to people or following up with press. But the game was downloaded 31.8k times (23.2k are free downloads on my Birthday) That number is huge even the amount of money generated from it covered more than the development cost. Why that happens to Atomic+ and not Match a Number? That’s because Atomic+ was featured as Best New Game on launching week [These stats are a bit old].
Slide26

So how and why I get best new game? As usual I think after something happens not before it.
It was Christmas time so people are willing to pay for a game and play in the weekends but that’s not a good reason because more games are released in Christmas than any day in the year.
Game vivid colors that matches iOS 7 design so maybe one of the reviewer found it sexy and looks nice on iOS and fits their new OS so he decided to feature it.
One button game which is easily to be played at any place and anytime with no hard or long time waiting or preparing to play the game.
The game was under Music Genre, how could that help? I didn’t think about it but it was great choice. All games should have two genres so Atomic+ was Action as first genre, but I got confused for the second genre I wanted to pick Arcade but there was no Arcade so I chose Music. So when some people started buying the game on release day (since there wasn’t a lot of games in Music genre as in Action genre) the game became on top charts of Music genre easier than Action genre so it helped it to keep for longer time with good rating.
But really the main reason behind that was LUCK as in my view Match a Number is a better game and better design than Atomic+ but Atomic+ was the hit.
Slide27

So is everything happens is related to LUCK so why should put lots of work in games?
Slide28

No that’s not true its not all about LUCK.
You should build fanbase before launching your game by making lots of free games or prototypes, engaging with people on twitter or on forums. A good example of good fanbase game went to Steam is Anodyne, since the developer kept a daily devlog on Tigsource till the end of development so he had a huge fanbase on the release day so one of these people put it on torrents so Sean used that point very good and made a 1$ discount for the game and featured his game on the piratebay website asking people to vote for it on Steam Greenlight. He got lots of votes and it was greenlit.
Always think out of the box never repeat, never clone, try to look different, played different, focus on the new thing in your game not the traditional stuff. Bad example for that was Clean’Em Up because I use same art style like Geometry Wars people thought it was a clone (we are not on candy land anymore).
Polish your game never release game look so bad or feels bad in playing (even as prototype) if you are going to release it in the wild just give some polish. Try to make your game looks new and nice and looks you.
Choose correct audience for your game which means if you are going to release game for word games players so you should focus on how to make your game good for those people not on how to make your game better to all people, because in the end they are your main buyers and target player who will never let you down and if your game is good they will buy it. So focus on these people rather than trying hard to appeal to everyone.
Last thing is always do your best and leave the rest to fate (Don’t worry a lot about LUCK).
Slide29

That’s everything for now :) Hope you like the talk and help lots of indie developer to get out of their depression and that someday everything will be great :) There are a lot of information would love to share with you soon with new blog posts soon :)

Bye Bye

Clean’Em Up Anniversary

Hi All,
Long time since I post last time here but I was mainly suffering from depression and being busy and other mental issues and some family problems (Problem Cocktail :D).

Yesterday was 1 year anniversary for the release of Clean’Em Up (as it was released on 22/6/2012) since there is no more sales or downloads for demo and my intention is always to have more people playing my games so I figure out to make Clean’Em Up Free to Play so more people can play it yaaaaay :)

You can download it directly from

I wanted to write a postmortem with the anniversary but I was busy so I didn’t do it but I will do it soon :)

That’s everything for now.

Bye Bye

Alone in the Park is looking for sponsorship

Hey All,
Sorry for not posting here the past few days but I was very busy the past few days. If any of you was following me on Twitter(@amidos2006) I am sure that news is old for him.

Alone in the Park (the collaboration game between me and Vartagh) is finished and it’s now on FGL for bidding and also we sent direct emails to the sponsors in order to sponsor our game.

I wish this game is sponsored by Newgrounds or ArmorGames or Kongregate or AdultSwimGames as I love these sites a lot and want my game to be for them :)

This game had been in development before Clean’Em Up was even started it took around a year to be finished (due to not working on continuous on it) and I am very happy it’s now finished.

I hope the game gets a good chunk of money as I am nearly broke and I didn’t get any money from my games in this year 2012 (I was hopping Clean’Em Up gets me some money so I can continue working on games as full time or even part time but that doesn’t happen).

So a request if you are a sponsor or have direct contact to sponsor consider telling him about Alone in the Park(FGL link and I have sitelocked version (just email me) if the sponsor have no access to FGL) and thanks for the help I really appreciate that :)

Here is the new trailer about the game :) Hope you like it better :)

And here is the poster for the game I made long time ago :)

So what are you waiting for :) Go test the game on FGL link and show me some love by rating the game or sending feedback or sending to a sponsor telling about my game or spread the word about the game on the internet or just enjoy the game :)

Listed is the game features

  • 7 playable / unlockable characters (featuring 3 IndieGames characters)
  • 2 Gameplay modes
  • Lots of different mushroom types
  • Boss Fights
  • Upgrades
  • RPG elements and power ups
  • Achievements
  • Different ending

That’s everything for now :) Hope you enjoy the game

Bye Bye

News…Dreams…Experiments…Competitions…Results

Hi All,
I didn’t write here long time and I only wrote when it is a new game announcement :) but there was lots of things happening before that silence and I didn’t have time to tell you about its results or what happened (because I am a bit busy and lazy :S) so I decided today to write about all missing things here.

First thing is about my collaboration game “Alone in the Park” that has been in-development since ever (even before starting on Clean’Em Up) but its now 99% finished just small polishing stuff and will be ready for beta testing and after 2 weeks in testing in that time we will seek for sponsorship for the game (Hope to get a cool deal as the game is nice and we put a lot of work in it) and then the release :) Since we didn’t say a lot of details about the game so I made a trailer (it is intended to be funny and don’t show anything about the story) Hope you like it :)

I think showing a trailer for Alone in the Park is a nice start to the blog and I hope some of you are excited about the game to be coming out :)

In the past few months some of my games got featured so here are the articles if you are interested to read :) (KillScreenDaily: Kabba) (IndieGames: Clean’Em Up) (IndieGame Magazine: Clean’Em Up) (IndieCade: Clean’Em Up) (Oddities: Connect).

I am sure if any of you following me on twitter(@amidos2006) he probably known about all these in time (even the trailer;)).

About my LudumDare 24 Game (Collect) I didn’t post here or any where about the results or what happened to it so here is the results

  • #98 Innovation: 3.56
  • #148 Overall 3.41
  • #152 Theme 3.49
  • #179 Fun 3.19
  • #254 Audio 2.75
  • #280 Mood 2.80
  • #300 Graphics 3.11
  • #493 Humor 1.76

As you can see it is better than Don’t Push the Button results but that doesn’t mean its better than Don’t Push the Button at all, what makes this game better in results that I cared to make lots of people vote for me (that’s by voting for lots of other people games (which I didn’t do in the last LudumDare)) so the overall results of Collect became better (although if you played both games you will find that Don’t Push the Button is better than Collect (in my view ;))).

I am happy with the results and I don’t regret that I have done that game (although on the delivery day I was totally upset and thought the idea is stupid and boring but I think it turns out nicely :)).

Do you remember the game called Find it! that I made in 8 hours with Alexitron just as experiment for FGL to see if short games get sponsorship quicker than long games?, and I think I was correct in the debate with Alexitron that the length of the game doesn’t depend at all for getting a fast sponsorship but the quality of the game and how fun it is overall make the sponsoring the game faster and what makes The Power doesn’t get a good sponsorship deal(money) as you can’t understand the game and assess it depending on 2 mins or 3 mins playing at least you need to play it for 7 or 10 mins at least before giving it a score (I think it is a silly mistake and we could avoid it by more help from communities to market it or sending direct emails to sponsors (I have done that with The Power but I think my email is marked as spam for sponsors as no one replied on me which is weird)).

So we put Find It! now on Gameshop on FGL and if it doesn’t sell in the gameshop we will release it as a kids game made in 8 hours :)

About my latest game Balls as I said before its a prototype of a huge game called “All my Balls” and we will start it if the prototype succeeded but that doesn’t happen as the prototype only got few views (3k compared to my other games) and low rating (3/5 compared to my other games) some may say that may consider as a success for the prototype (yes its true if not compared to my other games :D) and since this game is nice so I decided to continue on larger version (Isn’t being indie cool ;D but it won’t be so huge nor short, you can say a moderate commercial game and if it succeeded will release an update with more content) so this will be our second Omidos commercial game (I think;)).

Snayke is an amazing game by Alex Szpakowski since I loved the game feeling and his retake on classic snake game, I decided to make a tribute game. While I was playing this game and I got an idea for Snake game in a puzzle form and will call it Snazzle hope I start on it to finish it soon (Experimental game so you don’t put aim for long gameplay session) during that time waiting for my new game I recommend you go and grab a copy of Snayke and play it :) you can try the demo if you want before you buy the game ;) here is the trailer of the game

Last thing on this post is that I wish one day I can participate in the IGF every year I wish that but I didn’t make a game that I think worth submitting. Every year at that time when I see lots of amazing games and talented indie developers submitting their games to the IGF I feel jealous and want to make a game worth submitting ;). At now time the only one game idea I think is worth submitting will be Robotic Arm but it will need to be larger and better which will be called Robotic Arm Plus ;) but it is too early to say anything about it ;).

That’s everything for now ;) and sorry for the long post ;)

Bye Bye

Quick Review from the death

Hey All,
Long time since the last update about 2 or 3 weeks I think :S I am sorry about that but I was so busy organizing the first Arabic GameJam held in Egypt where the main host of the event is GameTako (Arabic online game portal where it host arabic games) so I am sorry for that.

I am sure you are asking did I make a game in the jam? since I was handling some organization stuff so I had only 1 day and half to create the game so I cooperated with Ahmed Saker (a fellow indie developer here in Egypt) and Ahmed Mounir (an amazing artist and he is behind all the game art) to try to finish the game but he couldn’t do that as we were using Unity3D and I am somehow not familiar with it so I was not speedy in working so we only finished a prototype of the engine and submit it.

Since we didn’t have time to name the game so while we were joking we named the character Hamada X so we named the game after it. for full details about the game and development and idea, I will make a postmortem soon for that so stay tune :) (to try the prototype here is the link)

Second thing if you follow @OmidosGames on twitter you will find that Clean’Em Up received 50% discount on the occasion of Ramdan (till 17/8/2012) so go grab a copy its just 1.99$.

Another thing Kabba game (a modded version of Ta’mya) is published on GameTako where all the ad revenue from it will be send to help the Syrian case so give it a shot and help Syrian people.

About Crappy Dreams and Alone in the Park the development just stopped for some time since I was busy due to GameTako gamejam, but I hope we (me and Vartagh) finish the game by the end of this month.

Also I played a flash game called Personal trip to the moon and its so charming and you should all try it (I wish I can design games like that one because this type of games represent my personal experience and life, Hope Crappy Dreams also deliver a part of my experience).

Last thing that I made a new flash game called Robotic Arm it will be produced in couple of days where it is a quoted puzzle game about robots (made for Newgrounds RobotDay but since I was busy I couldn’t submit it on time). I think it is interesting and won’t take long time to finish it.

Thats everything for now see you soon :)

Bye Bye

Connect Results and Clean’Em Up Review

Hey,
Just some small news :) First thing about the MochiMedia Competition as usual I didn’t win :( but the new thing this time I got a honorable mention :) which is nice and at same time won a MochiMedia T-shirt (I didn’t receive it yet still waiting to send it ;))

About the winners:

  1. They Took Her
  2. Life Long Minute
  3. 60s Burger Run

And those are the Honorable mention:

Here is the link forum with the results if you wanna check it out :) btw the next month theme is announced which is Summer Games with One Button and here is the link if you wanna join (same prizes) I will see if I have time to participate :)

Second thing is Clean’Em Up got a funny and nice review by LazyGameReview (a video review) you should check it out :)

That’s everything for now :)

Bye Bye

Clean’Em Up released on Desura

Hey All,
Today is the launch day of Clean’Em Up and its now on Desura (there is a demo their you can try before buy :D).

Desura Digital Distribution

The Game as you know contain lots of content (which is fun) and features:

  • DRM Free
  • Twin Stick Shooter with nice candy effects
  • Shooting from both direction (Back2Back Engine)
  • 70+ Levels with 5 different Gameplay modes
  • 3 Survival modes
  • 5 Boss fights
  • Customizable Character (Consisting from 4 pieces)
  • 18 Weapons
  • 6 Characters with Overclocking ability
  • 20+ Achievements

Hope you give it a shot and you won’t regret that you tried it :)
The game got featured recently on

Last thing today will have some give away and competition on Twitter just keep tuned with @OmidosGames for these competitions.
That’s everything for now stay tuned :)

Bye Bye

Clean’Em Up Release

Hey All,
Clean’Em Up is finished and will be released on Desura in 3 days (22/6/2012) :) Keep tuned to @OmidosGames twitter account on launch day for competitions and gifts for the game launch.

Desura Digital Distribution

Also the game got a nice review by Final Boss Fight website you should check that :)

Here is the game website (http://www.cleanemup-game.com) and for all people how are interested in Omidos next game stay tuned with Omidos website (http://www.omidos.com) ;)

Bye Bye