Other articles


  1. The Brilliance of Bastion's Flexible Builds

    Bastion character upgrade choice

    In RPGs (especially those of the 90s and early 2000s), game designers typically increase difficulty by creating increasingly powerful enemies (and more dangerous groups). To balance this, player characters engage in combat, gain experience points, and level up. Obviously, you want the game should increase in challenge/difficulty over time …

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  2. How to Get Your Game to Done

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    Most games never reach completion. Most of us know this -- especially programmers, who typically leave a trail of dead projects in their wake. Well-intentioned projects, but incomplete projects none-the-less.

    What steps can you take to increase the chances of actually finishing, and get your game to that glorified "done" state …

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  3. Blog Refresh

    After a few months of stagnation on the blogging/marketing side, we're finally back! We hope, inshaAllah (God willing) to publish regular (or at least semi-regular) updates to our blog and our current maintainer's Twitter account.

    Accordingly, we also ditched our old, homebrew-coded blog for something sleek and production-grade (built …

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  4. Talha's Migration, Week 6-7

    The last couple of weeks mostly entailed playtesting and game-balancing tweaks. As a result, we made a few visible changes:

    • Squid (blue rectangle) now move erratically and require more effort to capture.
    • There's a new "Sense of Smell" upgrade that materializes as a white arrow, and shows you where the …
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  5. Talha's Migration, Week 5

    This week, we implemented the final feature work (seals and sharks). We left out one item (squids) due to a lack of time. You can see both seals and squids in the GIF above.

    As well, our artist finished the main character sprite, and it gives a game a very …

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