User blogs

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!

FEATURES & HIGHLIGHTS
* +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 madmatchspace@gmail.com 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 PLAYhttps://play.google.com/store/apps/d....MadMatchSpace

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!
-------------------------------------------------------------------------------

Yeah, last week, things got a little crazy. Fortunately, it was work related and not game related. Unfortunately, this put a damper on what I wanted to get done with the game. However, full steam ahead! I have been doing a lot of work on getting the story line incorporated into the game. When I first began developing the game, I already had the story line figured out. However, I wanted to get the actual gameplay functioning first before actually putting it into the game. Now that the game is functioning, work on the cut scenes must begin! I hope to be posting sneak peaks of the cut scenes on Twitter and Google+ within the next couple of weeks. See you soon!

Follow us on Twitter: @wolfnetstudios

Follow us on Google+: https://plus.google.com/107089791501434384278

Hello everyone! This is the official blog for the game Final Defender.  In this blog series, I will be announcing all updates and work being done for the game here on gamejolt and on nakedgameplay.com.  Therefore,  it is now time to explain what I have been up to. I was making great progress on the game, until it experienced a catastrophic game state failure. Essentially, the menu would load but once you clicked the play button, nothing would happen. I was able to fix the issue, but had to do a lot of rewriting.

In other, more happier news, I have reworked the game HUD. Also, I am continuing the addition of upgrades. Aside from adding more enemies in, this is essentially the last major step before the release of the game. Well, that is all the time I have for now. Here is the link to the gamepage http://gamejolt.com/games/final-defender/149687 Next post will be sometime next week. Till then, cheers!

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' ( https://redd.it/4pprta). 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!

 

iOS: https://itunes.apple.com/us/app/cat-cave/id1104696928?ls=1&mt=8

Android: https://play.google.com/store/apps/details?id=com.Astire.CatCave

Promo page: https://astiregames.com/CatCave/catcave.html

 

Thanks for playing!

Hello Naked Gameplay readers,

please check out our indie game Gondwana which is going to hit Kickstarter soon.

We needs your help, please follow us, share, and vote!

 

Please support my Steam Greenlight with an up vote on the Steam page.

 

http://steamcommunity.com/sharedfiles/filedetails/?id=697134893

 

 

Gondwana is a, story-driven sci-fi fantasy multiplayer online role-playing game.

Built using Unity3D. Action oriented combat, and an enthralling storyline steeped in lore and combined with phasing technology to allow players to create their own unique story.
 

RigemWorks is a completely independent ambitious game development Studio founded in early 2010 from the passion for creating the game of our dreams.

 

Additional links: Official website - http://www.gondwana-game.com/

Facebook - https://www.facebook.com/GondwanaGame/

Twitter - https://twitter.com/RigemWorks

 

special thanks to nakedgameplay for this blog 

Rigem Jun 27 '16

Some History


brother-and-me My younger brother & me
When I was 12 years old, my mother use to tell me that if only I spent half the time practicing my math as I did playing Super Mario Bros, I’d be a rocket scientist by the time I turned 15.   Well, guest what? After hundreds of princesses rescued, thats how the idea of incorporating math inside a jump and run platform game was born! I became obsessed with the idea, and convinced my dad to buy me an obsolete Tandy Color Computer 3 that was on sale at RadioShack for Christmas.  My plan?  To learn how to make games!
tandycoco3 Tandy CoCo 3
As soon as I opened the box I hooked it up to my TV, turned it on, and said to my self: "Ok, what on earth is this?".  And there it was, a blinking cursor below a phrase that read: "Welcome to Basic". That's  it! But I was committed to my goal, so I sat down with the funny looking book that came with it and never saw the light of day ever again; well, almost. Eventually, I gave up on the idea due to the lack of access to knowledge resources on the game development subject.  That's right, there was no Internet back then.  But I kept my enthusiasm in programming and, after a few years, it became my profession.


First Attempt


About a decade later I got to learn Flash, and began working on multimedia projects.  One day, researching on how to make games, I stumbled upon this amazing book by Jobe Makar, which included a chapter on how to make a run and jump platform game!  Based on his samples and tutorials, I soon started building the game I'd been wanting to make for such a long time. I called it: Yash. Why? I'll tell you some other day.
First Yash Demo First Yash Demo
In 2005 I created the first Yash demo using Flash and ActionScript. I was very proud! I had finally brought my idea to life.  But a few months later I started my own company, Degenet, and began working as an independent contractor. I was so busy that had to put my game-making hobby on pause.  Although, I did keep making games in Flash for my new clients however.









Hello App Store


tandycoco3 Aprende ABC for toddlers

Years later, when iOS and Android came around, I immediately became interested in building apps.  I also started making small games for myself, but got so caught up in my clients' projects that never really put time aside to get back to my original idea.  Most of those projects were related to education, so at least I kept myself close to the educational software field.  However, it wasn't until my niece and daughter were born that I ventured into the 'baby & toddlers' mobile apps arena, and launched my first official mobile game called "Aprende ABC", which is a very simple but cute little game for kids to learn the alphabet in Spanish. Over the years I also released a few other mobile games such as Dale Coqui, Speed Chase for Apple TV and Let's Go Santa. Little over a year ago, my wife, knowing all about my Yash game idea and previous attempts, asked me: "how come haven't you already made the Yash game?" A good question, with no good answer.  So I decided to take in less projects from clients, and dedicate more time to what is no longer a hobby, rather a full time mission: making The Game.


Here Comes Yash


I quickly put together a team of five people which included my brother as a level designer, my wife as project manager, two awesome graphic artists and, myself to get the programming and music job done. I decided to use Unity3D, not only because it's obviously a powerful game engine, but it allowed me to port my game to many platforms without much effort.

brother-and-meYash Math Adventure

Truth is, it was not an easy task.  It took us many, many, many hours and, lots of testing and feedback from kids, teachers and parents.  We sure wanted to get this game right from the start, based on core learning standards, contained no violence, no ads and, no in-app purchases.   Simply put, a true educational game that would not only entertain by its gameplay, but also inspire and engage kids with joy and transparency. We finally launched the game worldwide on June 3, 2016, in six languages!  It is available now for iOS, Android, Windows and Kindle for only $2.99 USD.  It has 6 beautifully designed worlds and 36 maze-like levels, where kids 6 and up can jump and run whilst testing and improving their math knowledge.  You are more than welcome to check it out using the links below:


android  ios  kindle  windows


 


I guess it's true when they say "it's never too late".  Thanks for reading! 

 - Rei 

@rei_ortiz


POST: http://reinaldoortiz.com/2016/06/09/yash-math-adventure-a-game-invented-by-a-12-year-old/

Welcome to the small and fun Kingdom of Dwarfs!

You will meet with Milla and Marty, who need your help. With Marty, you can fix the bench and fence in their small courtyard and plant flowers with Milla. After some hard work, you can treat Marty and cook him a delicious pizza. Help Milla with her make-up and then get her dressed so she can look her best! Don’t forget to take care of their cute pet snail that needs some attention and to be fed.

Now you can get this beautiful game in: Google Play,  iTunes  and Amazon

Enjoy this fun game «Sweet Little Dwarfs 2» and do not forget to leave us a review if you like it!

Thank you very mach! 

Hi, we just want to promote our android game "Piggly Tap". This is our first developed game that has been published so far. We hope to bring an iOS version later this month.

 

Help Piggly avoid hitting deadly saws as he escapes!

A simple but addicting 2D non stop running game where players need to tap the piggy on time to change the piggy's direction to avoid those deadly saws.

GAMEPLAY
-Tap Piggly to switch directions
-Avoid deadly saws

LEADERBOARDS
-Score Leaderboards
-Sausage Maniac Leaderboards
-Bacon Lover Leaderboards
-Ham Burgler Leaderboards

ENOUGH WITH ANNOYING ADS!
-Players have the option to watch an Ad or not to gain extra 3 lives if watching AdHelp Piggy avoid hitting deadly saws as he escapes!

Piggly Tap Now Available on Playstore!

https://play.google.com/store/apps/details?id=com.BeeryCode.PiggyTap

 

 

 

 


     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


     I know I announced it a month ago, but I'm still so hyped that BGP is confirmed for BronyCon and FillyCon! That certainty should light a nice hot fire under my butt to get things done in two month's time. In addition to that, the big Demo 5 release should be done this month. With no college slowing me down I have entire days to work with now.

    So, so, SO much work is getting done this week it's incredible. It feels like everything I do for the game matters more than it ever has. I don't have to worry about dropping ideas or holding off on designing something to focus on upcoming schoolwork. I can just hammer out ideas and concentrate on coding features uninterrupted! For an example of what can get done in just one week of summer, look on this week's official blog.

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