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Hi guys,

I would like to present you my first game! It's a simple casual game and I really appreciate if you play it and share with me feedback to improve my project. It's totally free and without ADS, so enjoy it!

Here Mad Match: Space, the first expansion of Mad Match stage in the space. Find the pairs of figures from more than 25 unique and colorful images. It sounds easy but it never is!

* +25 Unique space-themed figures
* 5 different ways to tackle the game
* Schemes always new and never repeated
* Audible and Visual Effects
* Beat your records and challenge your friends

Mad Match: Space is FREE!!!

NOTE: I am an independent developer and a video game fans like you! If you like this game, currency and leave comments. The support of each of you is crucial to improve and enhance the development of the game.
If you have suggestions or critics please contact me via email at and we can talk about them.

Follow development of the game on my personal Twitter account @SergioTosi88

Have fun with Mad Match: Space! - LINK TO GOOGLE PLAY

I have uploaded a new version.. Enjoy it! Feel free to share it ;) THANKS

NEWS v1.1
New time system during the game session
Corrections Tutorial and bug fixes
Added Google Play Game Service System:
* 10 Goals to unlock
* 5 Charts to compete with your friends and share scores!

Cat Cave was my second self-published title, but it was actually a lot of first for me. It was my first endless runner. It was my first 2D game. It was the first time I formed a team to work on one of my ideas (I found an artist, a sound designer, and a second programmer). It was the first time I attempted a port to iOS. And the second release of Cat Cave was the first time I took promotion really seriously.



I've learned a lot from the games I have released so far, but I think the most valuable thing I have learned is you can never do too much work when it's something you care about. As a single cat mamma, I have no human children, and no husband (or wife) to take care of, so my games are really like my children - I look forward to leaving work in the evenings so I can go home and spend time with them. And I feel guilty any time I have a spare moment that I choose not to spend with them.


To some this may seem like an unhealthy obsession, but for me the things I make are the strongest justification for my existence.


In total, I estimate that I invested around 120 hours into the development of Cat Cave. I wish I had kept more thorough track, but I believe the breakdown went something like this:


First Release

 - Development - 30 hours

 - Project Management - 10 hours

 - Promotion - 10 hours

Second Release (Major Update)

 - iOS Port - 15 hours

 - Development - 15 hours

 - Project Management (including running beta test) - 10 hours

 - Promotion - 30 hours


I promoted Cat Cave on Twitter ( @moarKitties) and on the Subreddit 'Android Gaming' ( We also added a Facebook "share" button in the game for whenever you get a high score, but from what I can tell that feature was not much used. My next move, which is in-the-works, is to find reviewers/streamers to play Cat Cave. If anyone reading this posted is a streamer or reviewer please get in touch with me!


Another valuable lesson I learned is the importance of building hype. Don't release your game the day it is finished. And don't wait until it is finished to start talking about it. Talk about it all the time while you are making it. Pick a tentative release date far in the future. When you finish your game, get everything confirmed, and get it approved by all of the powers that be, THEN confirm your release date at least several days in advance. Then you must WAIT. Don't do anything to break the game. Don't do anything to put it in jeopardy on whatever platform you publish to. Don't let your anxious fans convince you to release it early. Just wait. And keep talking about it.


Speaking of which, here are the download links for Cat Cave, which is now available free on Google Play and iTunes!




Promo page:


Thanks for playing!

     Got real sick of how annoying debugging can be and decided to clean up my code. I organized everything so that I finally know what each line does. With a system like this I can hunt for things to modify much more quickly instead of playing Where's Waldo every time I look for a variable.

     It took a week longer than I thought it would, but it's worth it. The lost time can pay for itself in how quickly things can be implemented now that code controls have been rearranged in uniform patterns, the comments are standardized, I'm being much more generous with spacing, and the code is laid out in a way that guides the eye to where I need to focus to solve a specific problem or squeeze in new features.

Get the full story of my programming enlightenment on The Yotes Games Blog.

TonyYotes May 27 '16 · Tags: unity3d, code, programming, csharp

A SHATTERED WORLD – RETURN TO MARS  - Come Join Our Community! Concept art piece of the Starship Graveyard

"Hello Naked Gameplay readers, please check out our indie project Exo Exit which is going to hit Kickstarter in March. This game is going to be awesome considering the fact we have no funding and are such a small team. Please come and show some support, feedback is very welcome. It's going to be for PC and Mac, possibly VR too. There will be a full soundtrack for fans and a companion novel too. More to come, watch this space! Thanks from me, Stu the Creative Director."

Red Explorer Soundtrack


Mars -­ a home to mankind in the distant past -­ is overrun with hostile alien species. But given the options in a world ravaged by catastrophic attacks, it seems man’s only hope of reclaiming a planetary home and saving its kind. Recolonising the shattered planet’s surface -­ whilst defending yourself against hostile alien species, and with only a simple comms system back to Exo Exit ship’s command? Your chances seem slim to none. One thing’s for sure: with the authorities’ dim views on your human rights, you’ve got nothing to lose.



Explore the ruins of a lost civilisation as you journey across an expansive landscape.

Defend against hostile alien species attacks in surface clashes.

Survive within an inhospitable environment using what’s left from man’s previous red planet habitation to fight hunger, thirst and radiation.

Search for resources to upgrade equipment, unearth past facilities, and satisfy your superiors on the Exo Exit.

Mine for resources to upgrade your equipment and trade with the fleet above.

Construct the beginnings of a base, a colony to re-­‐establish a home for mankind.

Manipulate the remains of technologically-­‐advanced machinery and use them to your advantage.

A look at some of the temp sun faction unit production icons for the production bar that will be used until the final polished ones are finished.

A look at some of the temp sun faction unit production icons for the production bar that will be used until the final polished ones are finished.


First of all, sorry if I promotate my game, tell me if it's not appropriate to do it here.
I developped a little game alone as independant with zero budget. Just for fun!

I hope you will enjoy my little game, like I enjoyed making it! 

Google Play Store :



More information here:

Don't hesitate to tell me what do you think!

mdsd Oct 13 '15 · Comments: 2 · Tags: app, android, jump, indie, game, cat, independant, unity3d, trailer, tablet, simulator, phone, developper, unity

A few days ago Storm Isle Productions released a preview image of the kickstarters funding goal image of the aimed for development funding that we will be pushing for on our kickstarter to launch on June 23rd, in the kickstarter goal image we had a little teaser image at the top of islands in the background, we have gotten a few comments from people asking when we would release a larger version of that image, well wait no longer today we are pleased to release that image which is one of the planned loading screens in-game.

We have more teasers we will be releasing but only once the kickstarter launches.

After talking over the development team and with advice from others it has been decided the Kickstarter will launch June 23rd which will mean we will not be running the campaign and trying to compete scrabbling for coverage during E3 when the news will be flooded with news coming out of E3, the first week of a kickstarter are very important and it can make or break a projects chance of being funded and we need all the coverage we can get from sites once we launch..

As of now everything is in place and we are reaching out to media sites and those helping us with getting word out and doing news posting on prepping for the 23rd when we go live, while we are waiting for the 23rd we will be doing media buildup going into the launch.

DS Drop Update 1.1 Approved and Ready for Sale!
Time for the Shameless Promotion!

Snag it here >>

What's new in 1.1?

  • Now powered by Unity5!
  • Freebie Reward Timers and Bang (!) indicators to direct you to sexy menu items that are likely interesting.
  • Combat balancing changes to ease in players new to the genre.

DS Drop - Monsters are on their way! Time to draw the line!

DS Drop is physics based, matching, RPG, puzzle game. Skill stones tumble down into a messy pile filling the board. Your job is to connect lines of stones to heal yourself, unleash massive area effect damage, strike down your enemy with a devastating melee blow, and more!

Equip different armors to augment the power of your skills!

Over 70 different armors to choose from!

How to Play

  • Connect 2 or more stones to wreak havoc on your enemies!
  • The more stones you connect the more powerful the effect!
  • Trigger Rage Mode to boost your damage output!
  • Unlocking all the armors is the easy part. Can you master them?
  • Each armor has a unique combination of stats and elements. Are you a Wizard, a Warrior, maybe a little of both? Find what works best for you or try to master them ALL!

Join Now FREE


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