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Samuel Sousa

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A member registered Apr 25, 2015 · View creator page →

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Good to know :)

Hi itch.io community!

Back in 2011, I was working on a small action-adventure project in which there was an arcade level section in which you could play arcade games. Shoot & Destroy was one of those small arcade games designed for that arcade level section reminiscent of the 80's. Still with me!?!   :)

I had so much fun creating this small thing that I decided to create some more stuff. Utimately, I decided to can the action-adventure game project and, in the end, I never got to properly finish any of these small projects.

This month marks that moment in life 10th anniversary. To celebrate, these past few month I added a few more hours into - Shoot & Destroy - and created an "eXtended" version - Shoot & Destroy X.

Shoot & Destroy - Save the Galaxy 

    

    

https://samuelsousa.itch.io/shoot-destroy-x

Shoot & Destroy X is an extended edition celebrating this 1-bit shoot'em up's 10th anniversary. An outer space menace is at large destroying and conquering the galaxy. It's up to you, the lone aircraft pilot, to fly up there and put an end to it. Features:  

  • A 20 minute campaign - 4 Levels, 3 Bosses, 3 Power-Ups.  
  • Includes a save system to save your score and 3 hidden achievements.
  • Controller Support.

Available for PC, OUYA and OUYA compatible android systems.

Enjoy!

Let me know if it gives you headaches :)

(1 edit)

How long 'till a devlog is archived?
I started a devlog but wasn't able to keep it going before it got auto-archived.
That information should be on the rules.

I think this devlog feature should attached / linked to game published on store or user may attach / link it later once game is published... 
When uploading a devlog to game page you may chose to have it featured on game page or not and have it send here...

Cool! 

Thanks!
I currently got my hand full but will start looking into the music some time next month.

Thanks! 
It is general, it's a falling state. There could a specific point where colliders affect it more than necessary or longer than usual... 

I second this :)

Hi! I know...
Just trying to be useful and  give constructive feedback

Funny ... Reminded me of the Sonic 2 special stages...

Very solid presentation. Except for the background art...

Controlling feels a little stiff I don't think I was able to precisely control the bunny.
Played 3 levels, gets hard fast enough but could extended.

With some jumping and a few more levels could be a fun little app.

Little but solid presentation.

Moves nice. Was expecting the regular twin-stick controlling with the strafing and such... 
Not sure I like shoot and aim at the same time...

I liked the collecting :)

Solid entry.
Have no constructive feedback. Aside some music and more players.
Played this alone but this can be really fun. 

Loved these nice touches: Jumping, Scrambler +++, 

Can be good for a party-like or drinking game

Looks good and sounds good. 

Played the game 4 times didn't make it to the elevator once.

Here are somethings I thought about when playing the game...

Constructive feedback:

Player's grid based movement isn't satisfying.

This ends up worse when you see the bugs can move in any angle.

Why did I die? - Ok, my energy depletes (maybe signal this with sound or blinking)

The starting point isn't the elevator exit? - Then I died...

Which elevator is the exit, what does it look like? (I think it's the green one) 

Had to search for it before going on to look for the crystal. (I think this take the fun out because instead of looking for something cool - the crystal - I have to look for the elevator first)

Maybe the elevator could be the starting point or near the starting point ...

Retrying takes a little too long so in this build so it helps build some frustation.

Looks good and sounds good. 

Played the game 4 times didn't make it to the elevator once.
Here are somethings I thought about when playing the game...

Constructive feedback:
Player's grid based movement isn't satisfying.
This ends up worse when you see the bugs can move in any angle.

Why did I die? - Ok, my energy depletes (maybe signal this with sound or blinking)

The starting point isn't the elevator exit? - Then I died...
Which elevator is the exit, what does it look like? (I think it's the green one) 
Had to search for it before going on to look for the crystal. (I think this take the fun out because instead of looking for something cool - the crystal - I have to look for the elevator first)
Maybe the elevator could be the starting point or near the starting point ...

Retrying takes a little too long so in this build so it helps build some frustation.


The later levels can get tough some trial and error may be required.
Audio hasn't been finished, since there is no music I didn't take the time to adjust volumes either.
You can always mute the TV :)

(1 edit)

Thanks! Designed to be simply fun. 
Hope you like it :)

Move it! Move it!!! LOL :)

Cool!
I'm surprised this sheriff has sturdy arms enough to shoot :) 

Updates will keep coming as long as I can put them up :)

(1 edit)

I just released a new Game Maker Studio asset which can be found here: https://samuelsousa.itch.io/hub-level-menu

Created in a way that allows users to get results fast and easy, so you can focus more on making the actual game :)

Here a simple over view:





MAIN FEATURES:

  • Create a Level Selection Menu just by defining a dozen variables;
  • Allows for an infinite number of worlds, levels and stars for each stage; 
  • Set the grid's number of columns and rows, the distance between each item, level icons and stars are centered automatically;      
  • Stars can be presented as incremental or separate achievements;
  • Background images fade from one to another;         
  • Includes save, loading and progress deletion scripts;
  • Includes basic title screen;         
        
  • Font and Sound are implemented but not included;

Stay safe and have fun!

This is a huge acomplishment.
Congrats for making it happen! 

Cool piece of work you got here. Congrats!

I'd just like to point out that, it's not very obvious at the start that you want players to interact with the cabinet ... because there's a glowing object right in the middle of the room. Maybe add and arrow pointing out the cabinet so players notice the glowing is different. Also there's a "typo", a word missing in the dialog text, when Daniel reaches Mom's room.

Other than that, it's awesome!
Keep it up.

:) I played this and thought bug was real but after after seeing prostatepunch's stream i thought the "ending" was intentional.

Same release... Must have been some OUYA voodoo :)
Thanks!  Glad you like it.

Hi! Thanks for letting me know.
Can you tell me more?

Glad you like it! Will check it out when I've a little spare time.

Awesome Prize!

Thank you! :)

Hi Guys and Gals!

Version 0.40 is out! So what's new you ask!?! The biggest update is levels... This new build adds 9 more levels with 3 challenges each, making for a total of 27 new puzzles

- GAME PAGE HERE !!! -

These new levels focus on opposite forces, with red blocks doing whatever is the contrary to your movement. There are also portals, which teleport you from one point to another, some times reaching a portal can be a challenge in itself. 


Sound Effects lost their references and where replaced by Windows dings during this screen capture :)

Another note worthy update is the addition of an Options Menu which allows control over Music and Sfx Volume, Screen Shake toggle, Language supporting: English and Portuguese (PT), and Erasing Data. The additions of these controls required quite a few changes in the code and its structure mostly because this section supports many features so it was better re-structure to easily handle any translations and music / sound volumes by, instead of all over the place, having everything in 1 or 2 objects.


Other Updates Include:

  • Added Lighting Effects;
  • Graphical update and implementation of high resolution placeholders: switches, "gravity" arrows, platforms, goals, portals and effects;
  • The main game's font Pixel ^2 has also been updated and is also available for purchase, here on itch.io, this font will replace most of the games text but for now this change is only visible on the moves and block counter dialog during gameplay;
  • Added Mouse Controls on Main Menu and in-game to allow switching through art styles / perspective;
  • OUYA Controller central button now mapped as start / pause button;
  • Text dialogs no longer repeating themselves when retrying a level;
  • Although not visible, this update also implements a few gameplay mechanics for levels to come. 
    • You'll just have to take my word for it   :)

Bugs Fixed:

  • Blocks excess speed;
  • Getting trap between "gravity" arrows, now resets level (Level 16);
  • Controller Bug fixes on Windows and OUYA;
  • Negative level numbers on the level selection menu;

Stay tuned, safe and have fun!

Facebook  |  Twitter  |  Instagram  |  Youtube

(5 edits)

Hi Guys and Gals!

Version 0.40 is out! So what's new you ask!?!
The biggest update is levels... This new build adds 9 more levels with 3 challenges each, making for a total of 27 new puzzles

- GAME PAGE HERE !!! -

Devlog 01 -

These new levels focus on opposite forces, with red blocks doing whatever is the contrary to your movement. There are also portals, which teleport you from one point to another, some times reaching a portal can be a challenge in itself. 

Sound Effects lost their references and where replaced by Windows dings during this screen capture :)

Another note worthy update is the addition of an Options Menu which allows control over Music and Sfx Volume, Screen Shake toggle, Language supporting: English and Portuguese (PT), and Erasing Data. The additions of these controls required quite a few changes in the code and its structure mostly because this section supports many features so it was better re-structure to easily handle any translations and music / sound volumes by, instead of all over the place, having everything in 1 or 2 objects.


Other Updates Include:

  • Added Lighting Effects;
  • Graphical update and implementation of high resolution placeholders: switches, "gravity" arrows, platforms, goals, portals and effects;
  • The main game's font Pixel ^2 has also been updated and is also available for purchase, here on itch.io, this font will replace most of the games text but for now this change is only visible on the moves and block counter dialog during gameplay;
  • Added Mouse Controls on Main Menu and in-game to allow switching through art styles / perspective;
  • OUYA Controller central button now mapped as start / pause button;
  • Text dialogs no longer repeating themselves when retrying a level;
  • Although not visible, this update also implements a few gameplay mechanics for levels to come. 
    • You'll just have to take my word for it   :)


Bugs Fixed:

  • Blocks excess speed;
  • Getting trap between "gravity" arrows, now resets level (Level 16);
  • Controller Bug fixes on Windows and OUYA;
  • Negative level numbers on the level selection menu;


Stay tuned, safe and have fun!

Devlog 01 |  Facebook  |  Twitter  |  Instagram  |  Youtube

OUYA early access version out now. 

Just like the Windows versions, this update adds 6 extra playable levels over the demo version, but it is no longer compatible with the previous release. So, if you played that, you might need to uninstall and install again in order to play it.  Aside that, this release issues bugs addressing the controllers which are now hopefully fixed for both platforms. (If they creep back around, let me know in the comments below)

(1 edit)

OUYA early access version out now. 

Just like the Windows versions, this update adds 6 extra playable levels over the demo version, but it is no longer compatible with the previous release. So, if you played that, you might need to uninstall and install again in order to play it. 

Aside that, this release issues bugs addressing the controllers which are now hopefully fixed for both platforms.
(If they creep back around, let me know in the comments below)

(3 edits)


63 Little Pieces
 is an atmospheric block sliding puzzle game with a shooting mechanic, to destroy walls, in order to build a path to lead one or several blocks to the goal. Slide, fire, destroy blocks, collect collectibles, hit switches and manage the other blocks movements.   Will you be able to piece it back together? The final game will consist of 60 or so levels. Each level contains 3 distinct puzzle challenges:  Collect the collectible; reach the goal in as less moves and less destruction as possible.

Game Page - HERE!!!


Originally created in 48 hours for Ludum Dare 41 in 2018,  as a mix between Puzzle and Shoot'em Up mechanics.  Things moved nicely but, gameplay wise, there was little to no puzzle action at all. It was only after the jam I put real thought into the project and have been working on it ever since. 

With real thought put into the puzzles, I started tinkering around with what I had and started to making conclusions on how the game should proceed from that point. I didn't want to have an one and done puzzle solving mechanic nor a 3 star rating system. With that said, each puzzle is now build upon 3 distinctive objectives: Collect the collectible, reach the goal with as less moves as possible and reach the goal with as less destruction as possible. Some levels can even be finished without achieving any of those objectives.

From Ludum Dare 41 to Now (Early Access):

  • From the 13 unpolished presented levels there are now 18 puzzles with 3 challenges each, awaiting your cunning eye. 
  • Graphics were upgraded (still work in progress) from the still included pixelated black & white sprites (so if you're into that 1 bit sort of retro visual thing - it's still there) to a coloured 2.5 or 2D  top down view. 
  • Although repetitive, the silent background is now filled with one music track. 
  • Narrative is still in "draft mode"; it is fully implemented but not presented to the player yet. 
  • The project now includes XBOX 360 controller support.
  • Many bugs and half baked mechanics fixed (since it was a prototype).

Right now my main focus is on building the levels. Early Access applies to Windows and OUYA, if you still have one it can be sideloaded and played there. Also considering bringing it to Linux, but no promises.

Here are some level screenshots:


Game Development Continues Here - Devlog 02 !!!

Hi guys and gals :)

I'd like to present you with my latest project in game development: 63 Little Pieces - Game Page 



63 Little Pieces is an atmospheric block sliding puzzle game with a shooting mechanic, to destroy walls, in order to build a path to lead one or several blocks to the goal. Slide, fire, destroy blocks, collect collectibles, hit switches and manage the other blocks movements. 
Will you be able to piece it back together?

The final game will consist of 60 or so levels. Each level contains 3 distinct challenges: 
Collect the collectible , reach the goal in as less moves and less destruction as possible.

You can also switch between art styles, from a pixelated black & white sprites or a 2.5 or 2D coloured top down view.

Initially created for Ludum Dare 41 in 2018,  I've been working on this project for quite some time ever since.  Then in late 2019 I decided to bring it to OUYA for the OUYA Saviours Project and revamped it a little bit and gave the puzzles a polish.  Having reached a point of no return, the project is now on Early Access. There is an alpha Demo and, if you like it, consider supporting. It's on sale as of right now until June 8th.

See you soon!

If I have time i'll give it go on Saturda

(1 edit)

Tried again. Nothing.
Can't get the planes to move on a path. 
Used OUYA standard controller.

I did that. Didn't see any yellow path.
Will try again, any how.

Wow! Neat. I did read around the PS3 is more compatible than the XBOX 360 :)