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Hi! 👋
I'm Sherif or as I'm known online Sh1co. I'm a Unity developer (I sometimes use other engines too).
This is the first entry on this channel. The idea here will be to share some devlogs on stuff I am working on or some interesting finds.
If you want to get in contact for any reason, feel free to reach out here
131 · ReplyHi! 👋
I'm Sherif or as I'm known online Sh1co. I'm a Unity developer (I sometimes use other engines too).
This is the first entry on this channel. The idea here will be to share some devlogs on stuff I am working on or some interesting finds.
If you want to get in contact for any reason, feel fr
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trimed demo 1.mp4 · 2.3 MB · click to show
trimed demo 1.mp4 · 2.3 MB · click to show
🎮 Devlog #1
So last week, a friend sent me a video talking about the benefits of making small games. So I decided to try making something small. The first thing that came to mind was Flappy Bird (Also because it was in the video).
After about an hour, I had a "functioning game", however, I wanted to take it further and polish it. But to do that I noticed that I'll need some sense of direction for what the game should be like, because I didn't want to do a 1:1 copy of Flappy Bird, at least make it a different theme.
So after some thinking I decided to make it a spaceship with synthwave retro aesthetic. Then I thought, the base gameplay is pretty boring, maybe add something else. Maybe enemies that shoot you, and you need to shoot them back while dodging their bullets, kinda like space invaders. Also, since there will be enemies and shooting, might as well add upgrades that you collect!
Is the scope getting larger? Maybee 👀
However, after looking at some synthwave and retrowave images, I saw that a DeLorean would be really fitting in this context. So out with the spaceship and in with the DeLorean (that shoots fire ofc like in back to the future).
Anyway, for now I just added a DeLorean! 😐
I'll need to plan exactly what I'll do to lock the scope. 😅
144 · Sh1coDev
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enemies_display.mp4 · 4.8 MB · click to show
enemies_display.mp4 · 4.8 MB · click to show
🎮 Devlog #2
I was consistent enough to do a second devlog, lesgoo! ⚡️
So this week I started by trying to make a simple game design document so that I can have some definition of scope and direction. And this also allowed me to break the game into manageable tasks, which I hope would allow me to better stick to it. 🙏
So basically the game will be as I describe last week, with enemies that attack you and give score upon defeat. And some basic power ups that either improve your shooting or give you some form of shield. (you’ll see them in later updates 😉)
I then started developing the enemies, they spawn based on the distance you cover and start shooting at you, but, now you can shoot too!
I believe now that the flappy bird part of the game shouldn’t be as hard as the original game to leave mental capacity for the player to shoot enemies and get more score.
As a finalizing touch, even though I’m not focusing on art at the moment, I added a sprite for the enemies. It is an 80s Ferrari!🏎 From the references I saw on synthwave, it seems very fitting, and the red color works well for enemies.
So that’s all for this week, see you next week!👋
131 · Sh1coDev
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triple demo.mp4 · 2.7 MB · click to show
triple demo.mp4 · 2.7 MB · click to show
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piercing demo.mp4 · 3.1 MB · click to show
piercing demo.mp4 · 3.1 MB · click to show
🎮 Devlog #3
1 week dropped but we keep going! 💪
My focus this time was to create power ups ⚡️, however, I wanted to create it in a more generic way so it is easy to add power ups. So some preparations were needed first.
So firstly, I had to refactor the shooting so that I can easily change the player’s shooter using power ups when they get implement.
Next, to create power ups, I had to first create a base class for all power ups. Then instead of creating a power up for each type of new shooter, since I had a new modular shooting system 😎, I just created a “Shooter” power up, that just replaces the player’s shooter with an assigned one for a set time.
Finally, I created 2 shooters/power ups, the first is a triple shot and the second is a wall breaker (a recommendation from a friend 😉). And with the way I implemented things, adding them was pretty simple.
But now that I created the wall breaking bullet, I’m not sure if the regular bullet should be able to pass through the wall or not. Because if walls stop it, attacking enemies becomes a lot harder, and if it doesn’t then I feel it lowers the value of the wall breaker. Feel free to contact me if you have recommendations. 😄
Also, aside from the power ups saga, I got a recommendation from another friend to make the car not jump but boost up similar to jetpack joyride. So I’ll be testing this control a see if it feels better.
I think I’ll implement 1 or 2 more power ups next, then start focusing on the game’s art and polishing because so far I was just using placeholders.
However, I don’t think next week’s update will be relating to this game, because there is a high chance I will be joining GMTK 2025 game jam. If I do, I’ll post about it next week.
So that’s all for this week, see you next week!👋
127 · Sh1coDev
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🎸 Jamlog
So the last 2 weeks were a bit hectic. 😫
I joined the GMTK 2025 game jam with a team of random people from all over the world 😎. This was my first time joining a game jam with a team of people I didn’t know before, and it was an interesting experience with a lot of issues with artists.
At first, we were 2 coders (me and another guy), a musician and an artist. Then, after the reveal, while discussing the idea for the game, the artist said he’ll have to drop.
Since the theme was loop, and we had a musician with us, the idea was to make a platformer where the world updates based on the music loop. For example, enemies stop at certain parts in the loop while platforms appear at other parts of the loop and you have to align your movements with them. 💃
Then luckily we found another artist who didn’t have a team yet. We made sure everyone had a clear idea on the plan, then went to work.
Jump to day 3 out of 4 of the jam. We already have most of the core gameplay implemented, and the music is mostly finished. But nothing from the artist yet. Which led to me having an awkward conversation with him, which led to him also leaving us. 💀
So we were left with 1 day and no art or artist. So we just slapped some post-processing effects on it and called it a day.🤩
In the end, the game was not very visually pleasing, but the music was superb, and the gameplay was decent. Also, it was a very fun experience for me planning and designing the levels. Additionally, since I took the unofficial role of team leader, it was an interesting experience of leading people with different backgrounds on a project (albeit not very successful 😅).
In the end, we got decent scores for the enjoyment, audio and creativity, but the narrative and art were bad. But I enjoyed the process, and I’m happy with the result we got.
You can try the game here.
Starting next week, I’ll try to get back to the usual devlogs. 😄
See you next week!👋
154 · Sh1coDev
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Mini_Game_1_SampleScene_Windows,_Mac,_Linux_Unity_6_6000_0_2 · 33.3 MB · click to show
Mini_Game_1_SampleScene_Windows,_Mac,_Linux_Unity_6_6000_0_2 · 33.3 MB · click to show
🎮 Devlog #4
This is a small update but with a big impact!
The focus this week was to improve the visuals of the environment of the game. ☀️
I found this ✨asset pack✨a while ago, and it has all kinds of assets you would need for any kind of pixel art game environment.
After exploring it for a while, I found cool stuff for the background and pillars that fit the aesthetic I am going for. But the result was still flat, so I added some post-processing effects to liven things up. And personally, I’m really happy with the result.😄
The next easy targets would be getting a more appropriate font for the game text and adding music and sound effects.
Also, soon I’ll need to update and animate all the old sprites, like the MC (main character/main car) sprite and enemy car. Since all of them were AI placeholders.
And I think I’ll halt doing any gameplay updates for now.✋
So that’s all for this update, cya! 👋
175 · Sh1coDev
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demo.mp4 · 44.7 MB · click to show
demo.mp4 · 44.7 MB · click to show
🎮 Devlog #5
So it has been over a month since my last update as I was on an extended vacation🚘, but now I am back and should be back to the usual schedule.
Since last update, I’ve been wanting to update the sprites for the cars and power ups. At first, I tried drawing it myself, but it didn’t look that good, so I decided to find an expert. 😈
I hired this artist from Kwork, and it was an excellent experience 😄. I gave her a document with my requirements with some references, and in no time she got my sprites ready.
I’ve also updated the text styling and font to fit the game theme a bit more.
Now what I feel is missing is SFX and improving the game’s ✨feel✨ as the game currently feels flat.
For SFX, I know a couple of websites that I can use.
For✨feel✨ however, I’ll first need to look at other similar games for reference. And then there will be 2 paths. First, to try and create stuff semi manual using a tool like DOTween. Second, there is an asset on the store called FEEL that has a lot of tools to help with improving the ✨feel✨ that I am tempted to buy. But for now I’ll decide after I study other games.
So that’s all for this update, cya!👋
178 · Sh1coDev
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2025-10-05 13-40-38 - Trim.mp4 · 78.1 MB · click to show
2025-10-05 13-40-38 - Trim.mp4 · 78.1 MB · click to show
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🎸 Jamlog
Last week, I impulsively entered a local game jam. 👍
The goal of the jam was to create a coop game (local or online) that you can play with your friends, and the theme was “You should not combine these ” 💀 with a duration of 1 week.
After iterating through multiple ideas, we settled on having a Harry Potter themed game with guns, which later evolved into a game of a wizard and a solider fighting together. 🧙♂️🔫
We were a team of 2, both developers. Which made finding good, consistent assets (art, SFX and music) a bit of a challenge. However, after a lot of searching through free assets, and using the cool mega asset pack I mention previously, we were able to get by.
A cool trick I started using for mismatched assets, is playing with the colors and glow/bloom settings in post-processing 🤩. Of course the assets need to be close enough, this method only improves the remaining 10-20%. But it made a few people think the assets were made together.
A fun mistake that happened was that I confused the deadline and thought it was a day earlier, which led to having an entire day just for polishing👍. Which is something I might do intentionally in future game jams, as it made the game a lot cleaner.
The most fun thing, in my opinion, was the live display of the games. Each team was given a table to set up their games so that people can come and play. This allowed me to see a lot of people playing our game live, and made a lot of interesting conversations.🍖
Finally, and not to flex, but our game won the best game 🏆 and player choice ☺️ awards. To be honest, it was a big surprise as there were other cool games, but I guess accidentally having an extra day just to polish really improved the experience.😁
The game is called Guns N'Magic and you can try it here
And a special thanks to my teammate @Xitroy
Starting next week, I’ll try to get back to the usual devlogs. 😄
See you next week!👋
1 · 216 · Sh1coDev
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🎮 Devlog #6
Hello 👋
In the past month I’ve worked on polishing and cleaning up the flappy bird like game and even gave it the name “DeLoreanRush” 😎
I got the ✨Feel✨ asset that I mentioned previously and started experimenting with it in the game. And luckily it also had some built-in sound effects that I also used! And I’ve also compiled a cool music playlist for the game that cycles as you play! 🎧
Not all the effects work perfectly but I feel the game is a big upgrade from where it was. However, I am thinking of ending work on this game and starting something else. Because even though I still have ideas for how to improve the gameplay and quality of life of the game, I feel like the core game idea is not helping that much and I want to work on something more interesting to me.
I’m also happy to announce that the game is available to run on almost everything, your PC, Mobile and browser.
You can download the game from here.
Or you can watch the gameplay video here.
Also, I’m currently trying to get the game on the Google Play Store, but still waiting for them to verify my account. 😅
So that’s all for this update, cya! 👋
176 · Sh1coDev
Hello everyone! 👋
Apparently as a new rule for google play, I need people to sign up for closed testing before I can publish my game publicly on the play store.
So if you can please sign up here and you'll get a link from me which after you will be able to download the game from the play store.
Also any feedback on the game would be appreciated. 😊
3 · 182 · Sh1coDev
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Hello everyone! 👋
I am happy to announce that the game is finally available publicly on the play store! 🎉🎉
This is the first time, finally having a game on any major store (other than itch) 😄
You can find it here.
And share it with your friends and family.
And thank you to all the people who signed up for the closed testing! 🥰
209 · Sh1coDev
🎮 Devlog #7
Hello 👋
I have had a hard time lately working on anything personal outside of work. 😅 And I was a little too invested watching the number of installed devices going up organically. Since I had some simple updates I wanted to make from player feedback. I decided to make a 100 install update (not much but still better than 99% of my games).
The nice thing is that all the updates were simple low hanging fruits, so it was relatively easy to get motivated to do them. And the more of them I did the easier it was to get to the harder parts.
So I’m glad to announce that v1.2 is now live. 😎
Update log:
Balancing:
* Shooting down enemies now gives +5 points instead of +1, giving higher incentive to shoot down hard to reach enemies.
Quality of Life:
* Add a pause menu
* Add haptic feedback, for a better feel.
* Improve power up timer indicator clarity
* Add a shooter cooldown timer indicator
* Make audio and haptics toggle save state after exit
With this update I will archive DeloreanRush and try to experiment with other game ideas, unless it reaches another big install milestone. 👀
Google Play Link
That’s all for this update, bye! 👋
205 · Sh1coDev
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🎮 Devlog #8
Hello 👋
It has been a long time so here’s a quick summary before I start yapping 🗣:
TL;DR:
I made another runner game! But I need beta testers to release it. If you have tested my previous game just follow this link and if not then enter your email here and I will send you an email with the link to follow. Also I’ve renamed Delorean Rush to Night Rush and added a leaderboard and new powerups.
Ok with the big spoilers out of the way. It’s been around half a year since my last update! I’ve been testing different games and apps ideas but I felt nothing worth posting about. Until around one month ago when I decided to develop the prototype which is now Overtake.
I had this random idea of just creating a minimalist game about driving fast on the highway and flashing cars to let you pass (definitely not because I was doing this…) which isn't very original but the unique thing was the minimalism and that you can play with 1 hand. And I also wanted to test the limits of AIs with Unity.
The initial prototype was pretty fun and I didn’t need to do any coding for it. However, as I continued refining it, there were some bugs that the AI couldn’t fix (and killed my quotas attempting to fix it) so I had to investigate and fix it myself. Also it didn't have taste for good game feel so I also had to do a lot iteration on that. After a lot of testing by me and my friends (thx <3), I reached the current version. 😳
But of course to release the game I need to do the same process of having at least 12 beta tester for 2 weeks 💀. So I am once again asking for testers 🤑. However, if you signed up for my previous game you can just follow this link and download the game instantly, but if not then add your email here and I will send you an email with a link to install it.
By the time the game reaches the public release, I’ll add a public leaderboard because I like comparing scores🔫. And a small banner ad to hopefully start losing less money on my games.
If you have any
1 · 58 · Sh1coDev
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Screen Recording 2026-08-03 142038 - Trim.mp4 · 15.0 MB · click to show
Screen Recording 2026-08-03 142038 - Trim.mp4 · 15.0 MB · click to show
🎮 Devlog #9
Hello 👋
This is just a quick status update about everything!
Overtake is now live on the Play Store, you can get it here. 😮
Also I’ve created a portfolio website you can check at sh1co.com.
And I’ve created a shorts (for now) Youtube channel.
And Night Rush link so it doesn’t feel left out.
So that’s all for this update, cya! 👋
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