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Tadpole Interactive
Приєднався 1 чер 2015
Tadpole Interactive is the sole proprietorship of Jesse Hamm, who tends to overindulge his ambitions by acting as the sole (and broadly-defined) "programmer", "artist", and "composer" for the company.
I generally tend to specialize in creating simple, low-cost arcade games with plans to broaden my repertoire into a series of more ambitious projects.
I generally tend to specialize in creating simple, low-cost arcade games with plans to broaden my repertoire into a series of more ambitious projects.
Blue Maxine - Nighttime Mission (Raid Enemy Oil Refinery)
In this mission, the player has the opportunity to utilize light bombs as a means of completing their mission, while the primary armament has been upgraded to incorporate wing-mounted 20mm cannon.
Additional enemy types include enemy gun emplacements, searchlights, and Royal Aircraft Factory SE 5a's.
Additional enemy types include enemy gun emplacements, searchlights, and Royal Aircraft Factory SE 5a's.
Переглядів: 41
Відео
"Blue Maxine" gameplay - Balloon busting mission
Переглядів 36Місяць тому
In this brief objective-based scenario, the player is tasked with dispatching three British observation balloons as they engage in artillery spotting for enemy forces. Flying cover for Allied balloons include a patrol of two Sopwith Pups, while anti-aircraft artillery (aka "Archie") further attempt to thwart the player's mission. While player armaments air aircraft features will be subject to p...
Blue Maxine - air combat demo footage.
Переглядів 133 місяці тому
I'm not precisely at a point at this game's development cycle to release a formal trailer, but GDEX wants footage thick-and-fast. And, unfortunately, this is the best I can do, for the time being. The game itself is a simple, arcade-oriented, combat "flight simulator" with relatively non-existent aircraft dynamics and physics. The full-campaign should feature a 60-plus mission structure, culmin...
"Welcome To Adapi" - Soothsayer OST
Переглядів 69Рік тому
This track is featured from an upcoming retro-throwback Hexen II-clone, which I am currently working on. Per the above reference, the game in question is designed to emulate the appearance, aesthetics, and gameplay style of Raven's classic 1997 FPS release. As may be indicated by the game's title, the player assumes the role of a nameless "Soothsayer", whose powers of prediction have driven her...
"Alien Briefing" - The Harvest OST
Переглядів 142 роки тому
This is the primary track for the upcoming alien-invasion/arcade flight-simulator that I'm currently working on. This composition is primarily intended for the main menu and mission briefing sequences of the game, during which synopsis and objectives are provided to the player. Granted, I'm at a loss in terms of imaging how music might be composed amongst a technologically-advanced species of s...
"The Harvest" - test footage
Переглядів 192 роки тому
Here's a brief video covering an overview of the controls and targeting system for the upcoming alien invasion/arcade-flight simulator.
SNAILS - original soundtrack
Переглядів 1892 роки тому
Here's the full OST for the PS1-inspired beat'em up game which I had originally released in 2018. The full version of this soundtrack (in mp3 format) can be downloaded, free of charge, at the following link: ua-cam.com/video/7ONG2ZfKrtk/v-deo.html Track listings: 0:00 Playstation-Ish 0:20 Tadpole Interactive Logo 0:49 XTRO-style 1:40 No Hope 3:07 Not In Kansas, Anymore 5:29 There Goes The Neigh...
"Prowling...." By Moonlight OST
Переглядів 485 років тому
Here's a track from my upcoming Tenchu-like stealth game, "By Moonlight". The game itself will employ traditional stealth mechanics, with a scoring system designed to reward the player's ability to expedite all mission-based objectives without being detected.
"Arado Ar 196" teaser #1
Переглядів 1225 років тому
As the game is currently within the preliminary stages of production, the following footage contains merely proof-of-concept components currently available within the aerial combat and anti-shipping mechanic. The full scale of the project involves far more ambitious endeavors, including customizable upgrades, an instant mission builder, and a story-driven campaign, complete with cutscenes.
SNAILS official trailer #1
Переглядів 1,3 тис.5 років тому
"SNAILS" is a retro-themed 3-D Beat'em up designed to mimic the characteristics and appearance of a late-90's PS1 game. The game is currently available for purchase on itch.io for $2.99 USD, at the following link: tpole.itch.io/snails
"SNAILS" - pre-game cinematic sequence
Переглядів 2377 років тому
The following cinematic sequence commences just prior to the beginning of level 1, as the user starts a new game. True in form to many of the characteristics of PS1-era rendered cutscenes, the models and activities are characterized by unrefined primitives, stiff animations, and a generally simplistic overall setting. The sequence in question depicts the game's 7 year-old protagonist, Dora Ditz...
"There Goes The Neighborhood" - SNAILS original soundtrack
Переглядів 3267 років тому
Here's a track from the first level of Tadpole Interactive's upcoming title, "SNAILS", a game explicitly designed to emulate the style and appearance of late-90's era PlayStation games.
"Tao of Endeavors" - proof-of-concept demo (PC)
Переглядів 698 років тому
Here's a brief demonstration of the gameplay components of Tadpole Interactive's upcoming isometric beat'em up. This particular demonstration model was recently showcased at the GDEX 2016 exhibit in Columbus, Ohio.
"Grub Decker" - game trailer
Переглядів 978 років тому
This trailer showcases Tadpole Interactive's upcoming 3rd person action game, currently intended for Android devices.
"Achtung!" (boss encounter) - Kaufman's Final Solution OST
Переглядів 408 років тому
Here's one of the tracks composed for Tadpole Interactive's upcoming beat-em up, which is played during the majority of the boss encounters at the end of each level. composed and generated by Jesse Hamm
Kaufman's Final Solution (PC) - proof-of-concept demo
Переглядів 1618 років тому
Kaufman's Final Solution (PC) - proof-of-concept demo
"Death Valley" (level 1) - Tao of Endeavors OST
Переглядів 459 років тому
"Death Valley" (level 1) - Tao of Endeavors OST
"Lucifer's Fiddle" (level 1) - Diversion-A Original Soundtrack
Переглядів 819 років тому
"Lucifer's Fiddle" (level 1) - Diversion-A Original Soundtrack
WOAH! A dog Fighting Plane shooter, its been a while since we got one of those in a indie form :D Nice work
Wow! Thank you:)
Primera
Wait... Was this supposed to be a predecessor to Snails?
No. It was based upon a similar premise, but it was a game situated in it's own world apart from that in SNAILS.
Adoro este theme
Muchas gracias:)
Huh reminds me of ace combat for some reason, except it's very retro looking
I remember playing this game and deeply enjoyed it through and through, I only wished it had more content overall as for usable items ya know. I especially love the theme "There goes the neighborhood"
Thank you!:) As a developer, I'm definitely learning as I go, and with my current projects, I am placing greater emphasis on player options and variety, both in terms of enemy types, settings, and items which can be utilize to expedite the user's objective. I'm glad that you enjoyed the game, and thank you for the compliments on the song:)
@Tadpole Interactive I have to say Snails does has its own unique identity, if you ever decided to expand on this project yo could made it into a full on big game. If I get the timeliness correctly this is also in the time riot shotguns were using salt rounds, heh Imagine a lil girl holding a boomstick shooting with such thing XD
@@dingo-ringo-bingo Thanks again:) I have thought about possibly expanding upon the project into something more ambitious. However, by and large, the original project proved a financial disaster, and I'm a bit apprehensive about proceeding with such endeavors right away, at least until a more conventional project can at the very least, establish a solid foundation for my company. I actually had contemplated using "salt grenades" for the original project, and I probably should have, in retrospect. I've certainly learned a lot in terms of providing a more diverse array of options for the player, in addition to greater varieties of enemies which will force players to vary their tactical approaches between each encounter.
@@tadpoleinteractive9590 hey maybe perhaps you will get to one day making a "Demake" of the game as a expansion with more cheesy content added :D It would be fun to get a followup or some kind of sequel
@@dingo-ringo-bingo Thanks:) I'll definitely be giving it some thought, as I had kind of contemplated the idea of a sequel which could expand and improve upon the concepts already presented. I'll have to admit, though, that I'm a bit hesitant about proceeding, considering that SNAILS itself turned out to be a complete financial disaster. Since it's initial release four years ago, I've only managed to sell 44 copies, and Valve has already explicitly withheld payment from me for transactions rendered on the first 24. (one of the many reasons that I elected to terminate our business relationship.) I'll need to evaluate the cost-benefits risk associated with the prospect of a sequel against the likelihood of a sizeable customer base, not to mention the fact that Steam maintains a near-complete monopoly on the online PC distribution market, and I don't have recourse to many options at this point. While Epic is a viable sales outlet, I've already heard horror stories from independent developers who have been blacklisted by sizable portions of the gaming community for selling their games on Epic without marketing them on Steam. I'll have to give the idea some more thought. I'm certainly not ruling it out; we'll see.
Me encanta este tema
Gracias! :)
I’m so glad I found this. You extended the best parts of my childhood this is great
Wow! Thanks:)
This frickin slaps
Hey, thanks!:)
@@tadpoleinteractive9590 I had a blast playing your game too! Definitely reawakened my Fighting Force "skills".
@@Deloria Thank you! 'Glad you enjoyed it:)
@@tadpoleinteractive9590 Thanks for your creativity! ua-cam.com/video/DxCc2xklLtY/v-deo.html
Tank controls?! COUNT ME IN!
👍
this is so cool
Wow! Thanks:)
Severely underrated developer right here. I will most definitely be following your later projects and I hope you become big someday, "SNAILS" was pretty cool, and that's where I came from. Are you indie?
Wow! Thanks a million!:) Yes, I'm currently indie, and also a sole proprietorship, as well. I'm glad you enjoyed "SNAILS", and I'll definitely be devoting my utmost efforts towards realizing a multitude of my far more ambitious projects, as well. Good to hear from you:)
@@tadpoleinteractive9590 Oh, I didn't expect a response, that's awesome, nice to see a developer active with the folk. It's also great to see that for being indie and being the sole proprietor, you manage to pack so much in the game, and even make the music! I was wondering if I could have some insight on some of your later projects, just to have an idea, of course it doesn't have to be extra major information, just what are the general ideas of your more ambitious creations?
@@illgeteverythingback Hey, thanks again:) As far as some of my more ambitious projects are concerned, the above game "Arado Ar 196", for instance, is an historical flight-action arcade title, programmed in Unity, and implementing simplified flight mechanics. I recently showcased a prototype for this game at the GDEX 2019 exhibit in Columbus, Ohio over the course of the past month and received invaluable feedback from a variety of attendees. I'm currently in the process of trimming the flight dynamics into a formula more accessible to arcade users and thus rendering it marketable to a wider audience. I'm also in the process of crafting additional meshes for the numerous aircraft and ship types that will be encountered throughout the course of the game. (I currently have completed only 8 and I've got at least 30 more to go.) The final version of the game will feature a 40+ mission story-driven campaign with cinematic sequences, weapon- and powerplant- upgrades, and a simplified "mission builder", allowing players to undertake predefined sortie objectives,. involving enemy ship- or aircraft-types of the player's choice. Another game I'm currently working on is a ninja-based stealth game, set in feudal Japan and heavily inspired by the "Tenchu" series. Like that particular series of games, this title will incorporate a story-driven mission structure, where the player will be tasked with different objectives along the lines of intelligence-gathering, spying, arson, and assassination, and will be graded in accordance to how well the player was able to accomplish their mission without being detected. Like the Tenchu games, the initial phase of this game's setting will be grounded in historical reality, but as the storyline unfolds, the premise becomes increasingly bizarre and surrealistic as the player's activities become increasingly intertwined with the activities of a supernatural demonic cult. Currently relegated under the working title of "By Moonlight" (which I expect to change at some point down the line), the current status of the game is shaping up in the form of a playable prototype which spans the game's first mission and its basic stealth mechanics. For this particular title, I'm actually looking into the possibility of seeking out a third-party publisher through which to market and distribute the game. I'll also be uploading a video to this channel covering one of the song's from the game's soundtrack, hopefully within the next few days. One game which I've kept on hiatus for awhile, but should be getting back to at some point is the title "Gotha Strike". Another game programmed in Unity, this one incorporates 3-D meshes within the format of a 2-D vertically scrolling shoot'em up, implementing a twin-stick arrangement in which mouse control aims the player's turrets irrespective of the aircraft's movement and orientation, which is currently handled by the directional keys. A playable prototype of this particular game is currently available from itch.io at the following site, if you're interested:) : tpole.itch.io/gotha-strike-demo Another mechanic which I intend to incorporate into the finished product of "Gotha Strike" would be a rogue-lite format in which the terrain components, target placements, and enemy encounters are procedurally generated, allowing the player a single life to determine how far he\she can last on a single aircraft. In terms of some of my less ambitious endeavors, I am also in the process of following up the release of "SNAILS" with two additional retro-themed titles, each incorporating intentionally-simplified graphics and both mutually designed to evoke nostalgic recollections of the mid-90s era. Unlike "SNAILS", however, the focal point for these two particular titles is geared toward emulating games released under the MS-DOS and Win95 formats. Accordingly, "Liquidator" is six-degrees-of-movement 3-D shooter designed to resemble the initial "Descent" series (complete with music created on a more primitive mod tracker as opposed to Fruity Loops, which I typically use for my compositions). The other title, "Soothsayer", is heavily-inspired by the "Hexen II" games, and incorporates an appearance similar to that other mid-90s titles that utilized the old Quake-1 engine. Perhaps a few other projects worthy of at-least passing mention include "Blossom Force Zero", a short simplified, anime-themed arena-based fighting game, and "Koto Type 99", which is based on the same flight-engine which I've already implemented for "Arado Ar 196". Unlike "Arado", the latter game will incorporate a more simplistic mission structure, and also additionally attempts to further mimic a sense of the World War II era by being rendered entirely in black-in-white, with a film-grain filter relayed atop the visuals. So, anyway, as you can see, I tend to divvy up my priorities between quite a few projects simultaneously:) While my focus tends to be erratic at times, I do my best to keep the ball rolling on at least two of these projects at any given time, eventually ensuring (hopefully) that something eventually does get released:) Thanks for your interest in my company and my games:) (and sorry if I blabbered on a bit too long and incoherently, just now:)) Anyway, if you have any other questions, please don't hesitate to ask.:) Cheers! -Jesse
Nice
Hey, thanks:)
Is this game based?
@@SIGNOR-G is pretty ok it's a beat em up if those are your thing
@@shastealyomeal i found this game in the strnagest way. I was swarching for the book "Germany must perish". And here i am watching a waifu decimating the us troops
@@SIGNOR-G wow
Nigga wtf
Hey devs after this game, have you thought of making a kaiju combat game? You know with Godzilla movies coming out and bringing kaiju popularity back.
That's an interesting idea; I haven't thought of that before. I've actually been working on a game mechanic which utilizes miniature landscapes (including skylines) as a means of supplying abstract backgrounds for a combat flight arcade game. But, theoretically, this mechanic could prove equally feasible in terms of supplying a destructible backdrop for an oversized monster to destroy. I'll see what I can come up with in the following months. Thanks for the suggestion:)
@@tadpoleinteractive9590 Well you could use some of the monsters from your concept demos as basis for the playable monsters.
@@mryellow362 Indeed. Perhaps an extensive refinement of the grub or cobra models which I've already created in a way which appears more detailed and grotesque. Fortunately, since "SNAILS" has recently been released and currently on Steam, I now have the time to focus on other endeavors.
Hi so how are you guys doing now?
Unfortunately, recent events have taken a considerable downturn on my current game development prospects. The recent release of "SNAILS" last month proved something of a sales and marketing disaster, with further developments ultimately compelling my decision to permanently sever my affiliation with both Valve and the Steam distribution service. Consequently, I've decided to focus most of my current efforts on restructuring and reassessment, with hopes of establishing a solid foundation with one or more titles which are already well into the production stage. In fact, current events have obligated me to consider affiliation with third party publishers, as my current prospects are relatively uncertain and my recent undertakings have proven uniformly unsuccessful. As a result, while I would love to consider the potential development of a kaiju-related game at some point down the road, I regret to report that I have no immediate plans to pursue work on such titles at this time. In the event that these circumstances change, I'll be happy to keep you posted on the progress of such projects. But for the time being, I can't predict any such endeavors transpiring in the immediate future. I'm truly sorry:( @@mryellow362
Groupess?