Samuel Sousa
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Happy New Year Simulator Thingy

 Happy New Year Simulator Thingy

In order to wish everybody an Happy New Year I decided to build an Happy New Year Simulator Thingy.

9, 8, 7, 6, 5, 4, 3, 2, 1...
Click, Click; or Tap, Tap: Create your own firework display. It's your job to light up the sky and put up a good show.

Tone Marreta - Out Now!!!

After all the hard-work we are finally here.
The untitled project is now Tone Marreta and is finally available for play on your browser.

Tone Marreta is an Arcade Puzzle Platformer featuring... Tone - a character who has his mind set on preventing the construction of a dam in order to save a valley from submersion.

Tone Marreta Features:
Tons of Concrete Smashing with a Trusty Sledgehammer; a Interactive Tutorial and a Little Reflective Note. There are no Missions, no Side Quests, no Power-ups and no Ads! ...Oh! And... did I mention STARS!?! It has STARS!!! ...and it's free to play. So just SMASH that button and go give it a swing!!!

...and... if you like it, share it with your friends :)

Artefact-O 36 - A Ludum Dare #36 Entry

I decided to take part on Ludum Dare # 36 just some hours before it begun. Saw the themes being voted and happily, Ancient Technology was my favourite.

I was solo and personally only had 48 hours to put something up. Didn't matter how small it was I wanted it to feel mostly finished or like a good prototype for something else. I knew it had to be small, simple and straight forward, there was no time to waste.

That line of thought pushed me to go late 70's early 80's black & white and build something that felt like putting your Atari or TRS-80 back on and not functioning properly. With that and an extra metaphor came Artefact-O 36.

Development went very well for the most part, thought I was way ahead in delivering my project 'till I got stuck in some level design and deciding the best order for the levels...

...and then I decided to go HTML5 so more ludum darers could have access to it. What seemed to be a simple task burnt the last 6 hours of my participation and I ended up submitting at the last minute, by 02:00 AM.

I'm happy with the accomplishment made and will most certainly come back to Artefact-O 36 may it be building upon or starting a new spiritual successor digging deeper into its theme.

Although there was no ranking system for Ludum Dare #36, Artefact-O 36 got placed in 3rd for coolness and 9th for popularity :)

Sollicitare Magazine #18 - Cartoon

Revista Sollicitare 16
Sollicitare #18 is out and features the current minister of justice in Portugal: Francisca Van Dunem.

The adventures of Dr. Castro and Dr. Rui continue where they left off, they must discover what happened to the missing boundary marker and take care of all the paperwork in inventorying Mr. Aristides' testament. Aside this two page comic, you can also find an extra illustration on the last few pages.

The magazine is available online and can be seen here.

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Cartoon - Revista Sollicitare nº 18


As aventuras de Dr. Castro e Dr. Rui prosseguem com o mistério do marco desaparecido e uma enorme carga de trabalhos pela frente. A sorte, é contar com novos personagens por quem distribuir as burocracias para organizar o testamento do Sr. Aristides.

O número mais recente da revista Sollicitare, da Ordem dos Solicitadores e Agentes de Execução, já se encontra disponível online juntamente com vários conteúdos em formato vídeo. Pode ser lido e visto aqui.

DevLog #06 - Last Features and Polish

Pixelated Warning Sign

Feedback is great! You just listen to the players when playing your game and you know what to do next :)

My latest efforts were driven towards polishing and answering to issues presented by play-testers. I noted the many questions players had: "What am I supposed to do?", "What are the controls?", "Should I go down there?" ...and the ones they didn't had... This DevLog is based on that feedback.

Revisiting the many sections of the project, the Main Menu and Cutscene received new animations. In the Main Menu when selecting, small animated thumbnails make their entrance to give a more lively feel to the whole. New features added include: Sound On/Off and Language Selection (English or Portuguese).

In the Cutscene, text was translated and rewritten in order to better suit its purpose, establishing a goal.
Pixelated Warning Sign
During gameplay, given that players were having a hard time staying alive due to the lack of information on the game controls and the blocks unpredictability. I added some practical features to make the player's stay a longer one.

The first was the sign opening this DevLog. A small addition that makes an huge difference on the player's lifespan. Like a spidey sense, this sign appears just a little fraction of seconds before he/she is standing in the way of danger.

The second and biggest addition, during gameplay, was mouse and keyboard controls' information.
Pixelated Warning Sign

Did I say Mouse? - "Not sure, I lost myself on the video and stuff..."

There are now 2 control options, Keyboard or Mouse and Keyboard. Selecting either is an intuitive unconscious response made on the title screen. That pixelated image on the left serves the mouse purpose...

A good sledgehammer is only as good as the wall it tears down and so the dam received some attention, and now, looks stronger than it looked before.
To conclude, this one last thing was not polishment nor add-on, it was a... REMAKE! - "Yey! Remakes are Awesome!!!"
The old score screen was torn apart and rebuild and now includes... STARS!!! - "Yey! Stars are also Awesome!!!"
...But these are only for the most die-hard players. - "Oh! Well, no one likes stars anyway..."
Given the previous experience with Artefact-O 36 and its accessibility, I am currently looking towards wrapping this up in the same manor, HTML5.