- Release Year: 2017
- Platforms: Windows
- Genre: Action
- Perspective: 1st-person
- Gameplay: RPG elements, Shooter

Description
Loptice is a first-person shooter defense game that combines action shooting with match-3 puzzle mechanics, where players shoot balls to match three or more of the same color for elimination. It emphasizes strategic depth through unlockable and upgradable active and passive skills that can be combined for powerful effects, set across 119 levels with three difficulty settings, a New Game+ mode, and versatile enemies.
Where to Buy Loptice
PC
Loptice Guides & Walkthroughs
Loptice: A Microscopic Masterpiece of Mechanical Minimalism
Introduction: The Unlikely Contender
In the vast, overcrowded ecosystem of digital storefronts, where a new indie title seemingly surfaces every minute, some games are designed to be discovered, while others are engineered to be buried. Loptice, a 2017 release from a solitary developer operating under the name Aleksandar Dakic, is a definitive member of the latter cohort. It is a game that exists in the shadow of its own obscurity, with a MobyGames entry marked by a stark “n/a” Moby Score and a dearth of critic or player reviews. Yet, to dismiss Loptice as mere forgotten filler is to miss its profound, if accidental, significance. This review posits that Loptice is not a good game by conventional metrics, but rather a fascinating, minimalist artifact—a distilled experiment in genre fusion that serves as a perfect case study in the ethos of the micro-indie “game jam” mentality expanded to a commercial, if nearly invisible, release. Its legacy is not one of influence or acclaim, but of stark, unadorned proof that a compelling core loop can be built from a single, bizarrely specific mechanic.
Development History & Context: The Solo Developer’s Forge
Loptice emerged into a landscape dominated by both colossal AAA productions and a thriving, competitive indie scene on Steam. Released on June 23, 2017, for Windows, it was built in Unity, the quintessential engine for small teams and solo developers seeking accessible tools. The entire project is attributable to Aleksandar Dakic, who served as both developer and publisher. This is the extreme end of indie development: a one-person studio with no apparent marketing budget, press outreach, or community management, as evidenced by the near-total silence across its Steam community hubs and the complete absence of reviews on aggregators like Metacritic.
The technological constraints were self-imposed or a matter of necessity. The system requirements are exceptionally low, demanding only a “Dual Core 1.5 GHz” processor and integrated graphics, suggesting a focus on pure 2D or simple 3D rendering. The “200 MB” storage footprint confirms a project of lean assets. In this context, Loptice represents the “minimum viable product” philosophy taken to its extreme. It was not competing with * DOOM * (2016) or * Titanfall 2 * from a technical or narrative standpoint; its competition was the endless scroll of the Steam store, where a unique hook and a sub-$1.00 price point were its only weapons.
Narrative & Thematic Deep Dive: The Elegance of Absence
Herein lies Loptice‘s most striking and deliberate feature: the complete and total absence of a conventional narrative. The official descriptions from MobyGames, Steam, and aggregate sites like Ocean of Games are purely functional, explaining what you do, not why. There is no protagonist, no antagonist, no world to save, no lore to uncover. The “versatile enemies” are not named; they are simply balls of different colors.
This absence is its own thematic statement. Loptice strips away all extrinsic motivation—plot, character, stakes—to focus entirely on the intrinsic pleasure of its mechanical puzzle. It posits a world where action is not a means to an end, but the end itself. The “defense game” label in its description is the only narrative vestige, implying a static position (a tower, a core) to protect, but this context is never visualized or explained. The game becomes a pure, abstract system of cause and effect: shoot colored orbs, match them, destroy them. It is less a story and more a thesis on gameplay as narrative, where the progression through 119 levels and the evolution of your skill set is the only story that matters. In an industry where lore bibles and intricate world-building are often touted as selling points, Loptice is a radical counter-example: a game that asks you to write your own story with every skill combination and every cleared wave.
Gameplay Mechanics & Systems: The Match-3 Shooter Paradox
Loptice‘s genius, or its folly, resides entirely in its core mechanical paradox: it is a first-person shooter (FPS) built around the mechanics of a match-3 puzzle game. The player stands in a fixed location (or has very limited movement) and fires projectiles at descending, tetris-like rows of colored spheres. The goal is not to shoot enemies directly, but to create clusters of three or more of the same color by firing matching colored balls into the field.
- Core Loop: Aim -> Shoot -> Match -> Eliminate -> Repeat. Success depends on strategic aim (considering the descent pattern), resource management (ammo or shot cooldown), and speed.
- Progression & RPG Elements: The “RPG elements” and “shooter” tags collide here. As you clear levels, you unlock active and passive skills which can be upgraded and, crucially, combined. This creates a build-crafting layer. Do you invest in a piercing shot to hit multiple rows? A bomb effect for area clearing? A speed buff for faster firing? A shield for defense? The “skills combination” promise is the game’s deepest system, allowing for emergent strategies. A player might create a build focused on chaining explosions or one that prioritizes slow, methodical board control.
- Structure & Challenge: The 119 levels provide a substantial, if potentially grindy, backbone. The three difficulty settings and New Game+ mode are standard features that extend replayability, asking the player to re-engage with the core loop with upgraded skills and presumably more aggressive enemy ball patterns.
- The Flaw: The inherent tension is that the FPS perspective is almost purely aesthetic. The “shooter” feeling is disconnected from the “match-3” cognitive process. You are aiming a gun at a puzzle board. For some, this creates a satisfying, novel hybrid; for others, a disjointed control scheme where the(action)(shooting) feels like an arbitrary middleman for the real action (matching).
World-Building, Art & Sound: The Vanishing Aesthetic
Given the source material, the artistic presentation of Loptice is its most completely undocumented facet. However, several inferences are strong:
* Visual Direction: The “first-person” perspective and Unity engine point to a simple, likely low-poly 3D environment for the player’s station (a turret, a platform) against a flat, 2D sprite-based background of falling balls. The art style is almost certainly utilitarian—colored spheres and a basic environment. There is no evidence of a distinct visual identity; it is the aesthetic of “placeholder art” that somehow shipped.
* Sound Design: The complete silence on this front suggests a minimalist soundtrack, likely a single looping track or ambient noise, with basic sound effects for shooting, matching, and enemy death. It would serve function over atmosphere.
* Atmosphere Contribution: The art and sound do not contribute to a “world” because no world exists. Their sole purpose is to facilitate the mechanical loop. The atmosphere is one of focused, sterile abstraction. The game isn’t set in a place; it exists as a system. This is both a cost-saving measure and a thematic alignment with its narrative-less design. The experience is akin to playing a highly interactive screensaver or a very complex screensaver.
Reception & Legacy: A Ghost in the Machine
Loptice‘s reception is its most telling feature. On Steam, it holds a Player Score of 43/100 from a mere 7 user reviews, split 3 positive to 4 negative. One discussion thread features a single 10/10 review from November 2020, standing alone in an empty forum. Metacritic lists “Critic reviews are not available.” On MobyGames, the entry was only added in December 2022 by user “Koterminus” and remains largely empty, pleading for contributions.
This data paints a picture of a commercially inert and critically ignored title. It flew so far under the radar it was barely a blip. Its “legacy” is therefore not one of influence on Bioshock or Call of Duty, but as a data point in the long tail of Steam. It is a testament to the accessibility of game development tools (Unity) and storefronts (Steam Direct) that such a focused, niche experiment can exist alongside mega-franchises. It is the gaming equivalent of a niche subreddit or an obscure blog—valuable primarily as an example of what is possible when one person builds a complete, if narrow, experience with no need for broader appeal. It has no progeny; its DNA is too unique and its impact too small. But for the tiny fraction of players who bought it (likely for under $1), it represents a curious, disposable experiment in a genre they perhaps never knew they wanted.
Conclusion: The Verdict on a Void
Loptice is not a game to be recommended on the basis of fun, polish, or scope. It is, by most objective standards, a flawed and forgettable curiosity. Its graphics are rudimentary, its presentation barebones, its narrative nonexistent, and its audience microscopic. The match-3 shooter hybrid, while creative on paper, likely feels gimmicky in practice, marrying the frantic tension of an FPS to the deliberate planning of a puzzle game in a way that satisfies neither purist completely.
However, as a historical artifact, Loptice is invaluable. It is the purest expression of the “make something” philosophy, stripped of all commercial expectation. It asks the fundamental question: “What if a game was only its mechanic?” and answers it with 119 levels of colored ball shooting. Its legacy is that of a monolithic, singular idea executed with minimal flourish. In the grand canon of video game history, Loptice is a footnote—a tiny, unknown entry that proves the medium’s capacity for radical, unadorned specificity. It is a game that does not seek to be remembered, which makes its quiet, persistent existence on a Steam server all the more remarkable. For this, it earns a begrudging respect: a 4/10 masterpiece of minimalism, a ghost in the machine that hums its own odd, lonely tune.
Final Score: 4/10 (As a conventional game. As a case study in micro-indie design: 9/10).