A speed game where reflexes are everything
The Lightning Planet — July/August 2013. My very first mobile game, built with Solar2D (then Corona SDK) in a few weeks, and released on both iOS and Android.
A short, fast-paced reflex game set on a tiny planet struck by lightning. The engine created for this prototype became the backbone of my next game, Kodo 1.0.
It marked my entry into indie mobile development — the moment the tooling, workflow and Lua muscle memory that would drive every Uralys game were born.
Colored asteroids are rushing to your Planet. Be quick to switch its color at the right time to catch them and survive as long as possible.
Classic — asteroids rush quicker and quicker, catch them as long as possible. Combo — destroy asteroids in a specific order to achieve combos. Time Attack — most points in the given time. Kamikaze — most points with the given Energy.
All the plumbing — menus, transitions, leaderboard scaffolding, particle systems — was reused one month later to build Kodo 1.0. TLP was the foundation for everything that followed.
Created with Solar2D (Corona SDK) in Lua. Particle effects powered by CBEffects by Gymbyl Coding. Music and sound effects by Velvet Coffee. Icon assets from The Noun Project.
An indie speed game by Uralys, developed in Paris during the summer of 2013.
Feed the Big Kodo with the good small Kodos at the right time. A reflex mobile game built with Solar2D, reusing the Lightning Planet engine with a brand new cast of eight Kodo characters. Released on iOS and Android.
Kodo 3.0: a mobile reflex game for iOS and Android, shipped with two themes (find the Color, find the Monster). First app using my common leaderboard and common IAP backed by Node.js on AWS.

Cherry is the backbone to my games released from 2017. This is a toolset to help being quicker developing with Solar2D

Phantoms is a new kind of mind game. You will have to find different paths in intricate 2D labyrinths. a mobile game released on Apple Store and Google Play.
Browse the full timeline of my projects.