EyeSix Games

Sheffield Based App Developers

Addicted to Spelling – A Word Puzzle Game for Android, iPhone and iPad

Addicted to Spelling is my new word puzzle game. It’s quite a lot like a cross between Addicted to Words (another game of mine – hence the naming convention), SpellTower and Cut the Rope. The basic premise is pretty simple – you spell 3-8 letter words on a 3D tower of letters. You can trace up, down, left, right and diagonally and change direction at any time. You can even go round corners! Bigger words score more, words with more exotic letters score more.

Each level has a goal, which usually involves reaching a set score in a given time or number of moves. Some levels require you to get a certain number of words of a particular length. Each level can be played at 3 different difficulties to add to the challenge!

In the first release, there are 104 levels, making a total of 312 stars to earn, of which the first 26 (A-Z) are completely free.

There are 2 power ups available to make life a little easier, Swaps and Kills. Swaps allow you to swap the position of any two letters and kills destroy any single letter. Completing a level gives you a bonus of either an extra play, an extra swap or an extra kill. When you play, you are given 6 plays completely free, which recharge at a rate of about 1 every 15 minutes.

Addicted to Spelling is available on iPhone and iPad here And Android here!

PS, I’m aware that Facebook integration isn’t working properly yet – Facebook rejected it as 2 of the images they ask for didn’t have the app title in prominently enough… And a webview method I used to login looks slightly wrong. It requires a whole new app version to fix, but I’m working on it! :-)

Look Into the Light – Out now on OUYA

It’s been an interesting few months for me. I’ve not got a lot of work done, which is an issue as it means I’ve not had the chance to do all the things I wanted with Look Into the Light. As a result, I’ve changed a few things round with it, and will be releasing it in chapters. Instead of forcing people to either wait or pay, the first chapter will be free, then each subsequent chapter will be $0.99. For early adopters, buying chapter 2 will get them chapter 3 for free.

If it does well, the chapters will come out regularly until all 5 are complete. If not, then I’ll prioritise other projects and update as and when I can. There are 2 things which I haven’t had chance to do, but wish I had, which is to record the ‘Twinkle twinkle’ theme into something more grandiose, and to record a voiceover dialogue for the menu which gave a little more insight into plot. Again, I’ll add these if time and money permit.

It’s out now, and the first update adding new levels and fixing a bunch of stuff will be along in the next week or 2. I hope you like it.

*Update* – I’m about a third of the way there on the update. I got a full time job (temporarily) to pay the bills so I’ve been a little delayed in getting stuff done. It’s coming though, just not as soon as I would have liked!

Twinkle Twinkle Little Star – Look Into the Light for OUYA

We can make entire worlds in our head, just to hide from the truth…

The truth…

Full game available exclusively on OUYA.

Look Into the Light

Look Into the Light is my first OUYA developed game. It’s a first person platform/puzzle game where you have to reach a light in each level. You do this by, well, jumping on platforms and solving some (admittedly light) puzzles. It’s also a game about .

When I was young, I had an idea about making a film that made people afraid of the light. So many horror films are based on our primal fear of darkness, and I wanted to do something different. I never had the time, skill, resources or even plot to actually make it happen but it was always a germ of an idea in my head. That germ eventually led to Look Into the Light’s primary mechanic. You literally have to keep the light source on screen at all times in a level (with a few seconds leeway) to complete it.


That mechanic, in and of itself, keeps each level nice and self-contained, but it doesn’t create any sort of emotional connection with the game. It gives rise to some interesting puzzles where certain platforms only move when not looking at the light, and vice versa, so looking into and away from the light becomes a cat and mouse challenge in and of itself, but there’s no tension. No threat.


The next step was to create a fiction around the mechanic that could serve to heighten the sense of tension. As a parent of two young children, the thought of losing them is the scariest thing I can imagine so I decided on a world where everything was created from trying to escape the light, but being forced to be drawn into it. The game world in which you play fractures to allow the narrative to seep through, using audible clues, the limitations of the OUYA hardware (the game world ‘breathes’ as the framerate is managed) all to break one sense of illusion and present the player, you, with another. A glimpse into something darker.


The main narrative is played out throughout the game, including the menu screen. This was a choice I made based upon my monetisation method for the game. Each level is self-contained, heading back to the menu screen after each success or failure, and for those interested in the fiction of the world, they will get it here. Each time you play, the amount of time you have to wait before you can play again increases (up to a maximum of 1 minute, so you’ll never be waiting too long), which can be removed with a single $4.99 purchase. So, as few people will pay for the content (if I top 5% conversion I’ll be pleased), I imagine that people will spend a fair bit of time on that single screen, which makes it a great place for exposition as far as I’m concerned! (Edit: the first versions of the game don’t yet have this mechanic)


I hope you guys enjoy playing it (actually, no, enjoy is the wrong word to use. I hope you feel uncomfortable playing it, but think that it’s worth playing). I’ll cover some more aspects of the game as I get a little closer to release, but for now, you can play a demo in your browser here!



First Formula Racing – Not a Formula 1 game…

First Formula Racing is not an F1 game. It might have a passing resemblance to the roster names, the team colours might seem similar, but I promise you, Formula One and the FIA have nothing to do with it… Which is pretty obvious if you actually play the game…

First Formula Racing

It is, however, a touch focused racing game with a bit of a difference to other titles. I was working on an update/sequel to AJM, and I wanted to bring it a new flavour. Then I got hold of New Star Soccer and lost my life to it for a little bit. It was almost exactly perfect, and made me think about how games could be structured on mobile to be more passive activities. I redesigned what I had to fit this new aesthetic, and created a formula one racing simulator. Then I took my old game to pieces, and added it back in on top of the simulation.

First Formula Racing

Nothing about this game is perfect. The number of flaws I can pick out will probably be about 100 times longer than the flaws you will notice (though you’ll definitely notice them) but I think it’s fun. It will also get better over the next few months. I plan to add (in this order, but might not get round to doing them all, depends how many people buy it):

    Weather (Rain should be and is a massive part of Motorsport)
    More tracks (Ideally, individual corners for each race, especially street circuits)
    Team management

And also fixing the bugs… The first one being the overall standings one. You’ll know it when you see it…

Hopefully some people will enjoy this game for what it is. It’s not supposed to change your life – just pass a bit of time!

(This app is currently unavailable, but will be relaunched soon)

Why I’m Putting a Bet on OUYA – For Now

OUYA’s phenomenal Kickstarter success has raised a lot of questions about the viability of what Tadhg Kelly has dubbed the microconsole. It proved that there was demand for a device which allowed gamers to play on their TV on the cheap (obviously) and that developers wanted a route into the living room without having to jump through Sony and Microsoft’s hoops. In my mind, while it will succeed in these goals, and help change the nature of TV gaming, the OUYA will, in and of itself, fail.

It will make a bit of money, and it will have (does have) a devoted fanbase. But it will not become the box that everybody has under their T.V. It will remain a niche product, languish around for 2 or 3 years and quietly disappear. The company that runs it will sell up (probably to Amazon) and everyone involved will have made a tidy sum and OUYA will be largely consigned to history.

Why then, am I making a game (possibly and hopefully more) for something that I think is destined to fail?

Because it’s a playground full of people like me.

It won’t be full of 14 year old kids screaming “Faggot” at everybody who shoots them. It won’t be saturated or dominated by Activision and EA. It won’t require a marketing budget the size of Greece’s debt to succeed and it won’t have 28 versions of Angry Birds.

The games I expect to flourish on OUYA will be largely experimental, largely independent and largely different from the usual Modern Warfare template. It will, temporarily, be the home for the auteurs of game development. A place where new concepts and styles and stories will get an airing before they hit bigger platforms.

At first, the games on OUYA will generally consist of iOS or Android ports, but developers will quickly learn that what works on an iPad doesn’t work with a controller in hand. Most medium to large developers will learn that they can’t make a lot of money from releasing on OUYA and head on back to the pastures of the iPhone, but one or two person teams might be able to find a niche with interesting concepts and different ideas.

Will these games all be good? Of course not. Will they be polished and professional? Some will, but most will be rough round the edges. Will you find interesting games that you won’t find anywhere else? Absolutely.

I’m hoping that the likes of Dear Esther and Journey will become the template for success on OUYA – 2-3 hour experiences that take gaming in new directions. That’s what I want from OUYA, and that’s the aim of my first project for it. I might be wrong, but I hope not…

Then the market will dwindle. Slowly haemorrhaging customers to different outlets. The 3rd generation OUYA will sell half what the first gen one does, Apple will enable iOS apps on the Apple TV, Google will bring a fully Play Store equipped Nexus device in and it will be over.

People like me will have to find somewhere else to play, but it will be good while it lasts.

Trace: A Love Story

Trace is an experimental app that I hope to evolve over the coming months. It’s my attempt at bringing storytelling and emotion to a genre that tends to lack it. Which is odd, as most word game people love reading, love stories and generally spend a lot of time in other peoples’ worlds…

I’ve also tried to open up the storytelling process to the players as well. For me, this is to try and involve people more deeply than they normally would be.

I don’t expect everybody to like what I’ve tried to accomplish with this one. I don’t think I’ve even managed to accomplish much with it. I’m just hoping a few people like it. The more people play, the more money I can donate to the British Heart Foundation. They’re going to be getting around 20% of what the app makes (after Apple’s rather large cut), which I’ll publish as and when it is paid to me. It might swing a couple of percent either way depending on how much the tax man takes, but I’ll tell anybody that asks exactly where the money goes!

Anyway, on with the links!

(This app is currently unavailable, but will be relaunched soon)

Addicted to Words

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