Seven levels, one story arc, and a boss fight that ends with an alliance instead of a kill. Act 1 of Shadow Raid is done — from asteroid fields to enemy base, end to end.
READ_MORE →A boss is only as good as the journey that earns it. This week: a full level map with a star system and unlocks, plus a desert world that shifts beneath you — dry dunes, rock formations, and hidden oasis pools. The shape of Act 1 takes form.
READ_MORE →Most shoot-'em-up bosses are just a sprite with health. I built one that introduces himself first. Meet AETHELRED — plus a shield system, rapid fire, and a damage rewrite that finally makes the shield protect against everything.
READ_MORE →Two weeks since #1. Tutorial scripted flow complete. Tank balanced. Sprites standardized. Monday morning, the main sprint begins. Eleven weeks until launch day.
READ_MORE →Eight hours of platform-expansion marathon. Two web portals submitted. 8.0/10 QA rating from CrazyGames testers. The inside story of taking a portrait mobile match-3 to 50 million users.
READ_MORE →13 hours of solo dev grind. Eight major systems shipped in a single day. One vertical shooter taking shape. Here's what happened.
READ_MORE →Adding a quality-of-life feature one day after launch. How I replaced video backgrounds with static sprites without breaking anything, and why I built it as a LIVE toggle instead of a room restart.
READ_MORE →After a year of nights, weekends, and a lot of coffee — Shadow Blocks went LIVE on Google Play. Here's the full breakdown: what worked, what almost killed the project, and why I'm doing it all over again.
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