Posts

Privacy Policy

Last updated: 01 September 2025 Pixel MP3 Player respects and protects the privacy of all users. 1. Information Collection   This app does not collect, store, or share any personal information.   The app only requests permission to access your device storage in order to play local audio files and permission to access the device’s camera flash if flashlight functionality is used.   2. Information Usage   All files remain on your device. No data is transmitted to external servers.   3. Third-Party Services   This app does not use any third-party analytics, ads, or tracking tools.   4. Children’s Privacy   This app is safe for all ages and does not collect any data from children.   5. Changes to This Policy   We may update this Privacy Policy if necessary. Any changes will be updated in the app store listing.   6. Contact   If you have any questions about this Privacy Pol...

Privacy Policy

  Pixel MP3 Player respects your privacy. This application does not collect, store, or share any personal information from its users. No login is required. No personal data is collected. No information is shared with third parties. The app only allows you to play audio files stored on your device. If you have any questions about this Privacy Policy, please contact us at: retrosouldev @gmail.com .

Présentation de mon projet de jeu vidéo : BlasterFaster

Je développe actuellement BlasterFaster , un jeu vidéo mobile réalisé avec le moteur Godot Engine . Ce projet illustre mon parcours en tant que créatrice indépendante de jeux, où je combine programmation, conception et tests pour produire une expérience de jeu simple mais engageante. Concept du jeu BlasterFaster est un jeu d’arcade rapide et dynamique. Le joueur doit réagir vite, esquiver des obstacles et améliorer son score au fil des parties. J’ai voulu concevoir une expérience accessible à tous, mais suffisamment stimulante pour inciter à rejouer et progresser. Développement technique Pour le développement, j’ai utilisé Godot Engine et le langage GDScript . Le projet comprend : La gestion complète du gameplay (contrôles fluides, système de score, progression). L’optimisation et l’export en Android App Bundle (AAB) , signé via un keystore sécurisé , afin d’assurer la compatibilité avec le Google Play Store . La prise en charge des architectures modernes (ARM64, etc.) ...

🎮 Echo: Broken Rhythm (Prototype)

🎮 Echo: Broken Rhythm (Prototype) by retrosouldev   A story-driven pixel art concept by RetroSoulDev Status:  Prototype v0.1 Genre:  2D Cinematic Platformer Tools:  Godot 4.4.1 + GDScript Developer:  RetroSoulDev Platforms:  Windows / HTML5 🧠 Concept "That moment... everything changed." Echo lost someone in the chaos. She runs — not just to survive, but to remember. This prototype is a glimpse into her journey. 💡 What’s in this version? Basic combat system 🔫 Enemy spawning & scoring system 🥇 Jump mechanics (platforming base) ⛓️ Procedurally extended background & ground 🌆 Custom UI with retry/level logic Echo’s voice phrases (visual) 🗣️ Ambient music & mood 🚧 Known Issues / Limitations Jump animation needs polishing Enemy spawning is still linear after some distance Random block spawning is not fully implemented Not yet mobile-optimized No save system — demo ends after Level 1 📢 What's next? This is only the  beginning . Next builds...

🦖 How I Created JumpSaurus – My First Pixel Platformer

  Sometimes, all it takes is a little curiosity and a lot of persistence. I started this project knowing almost nothing about game development. Godot? Scripts? Signals? It all sounded like magic to me. But despite all the struggles, confusion, and broken code, I kept going. And now… I have JumpSaurus — my very first 2D pixel platformer. 🎮 👉 View the full project on GitHub: 🔗 JumpSaurus Repository 💡 The Beginning — Learning from Zero My journey began with me staring at an empty scene in Godot, not even knowing what a “Node2D” was. I watched tutorial after tutorial, constantly feeling lost. Why was my character floating? Why weren’t my inputs working? Why was gravity acting weird? I didn’t understand the code at first. I copied scripts blindly and hoped they’d work. Spoiler: they didn’t. 😅 But every bug I fixed, every time something finally worked… it felt like a victory. 💥 I Struggled — But I Grew I failed so many times. There were nights I almost gave up, esp...

How I Fought, Survived, and Finally Published My “Falling Objects” Game 🎮

  Today was one of those days where I really questioned my life choices — you know, the kind where you stare at code like it’s a puzzle from another dimension and wonder why you thought making a game would be easier than binge-watching your favorite series. After hours of wrestling with bugs that seemed to multiply like gremlins, untangling scripts that behaved like they had a mind of their own, and googling error messages more than I talk to actual humans, I finally did it. I finished the “Falling Objects” game. Yep, the very same game where objects fall from the sky and you, oh-so-gracefully, dodge them like a pro (or at least like a very awkward amateur). The Real Challenge: Uploading to Google Play But wait — the journey didn’t end there. Oh no. The real fun began when I tried to upload this little digital masterpiece to Google Play. Signing keys, export presets, Android SDK versions, and a sea of cryptic error messages greeted me like old frenemies. If frustration was a curr...

Privacy Policy for Meteor Dodge

 This game does not collect, use, or share any personal user data. It may display ads from third-party providers (such as Google AdMob) to support development, but these ads do not access or store personal information. The game is intended for entertainment purposes only. If you have any questions about this policy, feel free to contact the developer at retrosouldev@gmail.com.