Blog archive - 2016
Posted on 20 December 2016 by Adam Summerton
We finished another Ludum Dare game, submitted at the very last minute as usual! This time it’s called Toy Box Metropolis, and it’s a miniature city builder. The basic idea is that you’re a kid building a little toy city on the floor of your bedroom, but with some added strategy elements to give you some kind of goal.
It was something different for us, as we’ve never made a city builder before. I think the results were mixed, we ended up with a nice solid little game, but with some...
Tags: Ludum Dare
Posted on 28 November 2016 by Adam Summerton
We've decided to do something crazy and run our own game jam. We're not sure if it's going to work out, or if anyone will even join, but you can find out more over at itch.io here.
We're using itch.io as it's a really great website for hosting indie games, and has some amazing tools for running game jams. It handles most of the hard work for you, so with a little effort it's easy to put something together that looks pretty professional. The basic idea of the jam is to help motivate...
Tags: Finally Finish Something
Posted on 15 November 2016 by Adam Summerton
Not Alone was created over the course of October 2016, for the Pixel Horror Jam. This is the first game that I've taken the lead on in terms of design as part of the team, it was a new experience for me and a steep learning curve, but I enjoyed it immensely (minus the occasional breakdown when the AI simply did not work). The project was ambitious from a development perspective given the limited time scale and my experience, I'd never attempted anything like this before. It features a...
Posted on 2 November 2016 by Adam Summerton
At the end of October we submitted Not Alone for the Pixel Horror Jam. Adam D took the lead on programming this time, with me doing the music and James on graphics The game is a pixel-art homage to Alien, and sees you stuck on a damaged ship with an invincible space creature. You need to keep the engine running and the lights on for long enough to get to a nearby space station. You can play it on the games page here on our site, or over at Itch.io here.
We will also aim to publish a...
Posted on 1 October 2016 by Adam Summerton
As winter approaches and the evenings get longer, we are settling in for a few months of game development. Over the Winter period we are hoping to get 3 smaller games finished, and hopefully make a bit of progress on our larger projects.
We're currently in the process of working on an entry for the Pixel Horror Jam, and for the first time I will not be doing any development! Adam D is taking the lead on the game and is keen to get stuck in and completely show me up, meanwhile I will be...
Posted on 23 September 2016 by Adam Summerton
We like having our own website here, but itch.io is actually a really great site for indie devs. We’ve finally got round to updating our page there to include all our games, as well as spending some time designing the game pages and making everything look pretty. You can take a look at our page (along with all James’ fancy game banners) on our itch.io page here.
Posted on 12 September 2016 by Adam Summerton
After a year of only really having time to work on Game Jams, we're all in a position to spend a bit more time on game dev again. We've decided on 4 projects to work on, and are going to see if we can get one of them polished enough to run a Greenlight campaign. Doing gamedev only in your spare time means that things happen reaaaally slowly, but hopefully we'll get there in the end. I'll be aiming to post something on Twitter every Saturday, and if time allows then maybe a blog update...
Posted on 31 August 2016 by Adam Summerton
We submitted Proxima B for Ludum Dare 36, which is now available on our games page. There was no rating phase for LD this time around, so we’re not sure exactly how the game was received. I don’t think any of us are quite as excited by this game compared to previous projects, but we did get it fully finished and relatively polished. Plus, for the very first time, we actually managed to design some levels way before the deadline, so for once we weren’t doing it all with 15 minutes to go
Tags: Ludum Dare