Dev Blog
Go behind the scenes with these in-depth looks at the development process
Quick overview of the before-and-after art styles from the classic Primrows 2010 to the 2024 reimagining
Some notation tricks for planning multi-part enemies that need to react to a changing battlefield
On the challenges of being socially awkward and also being the leader of an indie game development team
Our designer Cathy talks about some tips she has for playing games for research purposes. Some Dos and Don’ts she’s listed for herself over the years.
We examine how the expectations we had early in development have held up, in hindsight, to the realities of developing a game with a custom engine.
Our artist, Susan, details her process for updating our sprites from the old vector style to the new comic style
Artist Susan details her process on coming up with and realizing enemy ship sprites
Some short tips that have helped me get back to work after falling into an unproductive black hole this summer.
A quick look at some of our lowest-tech, highest-yield design techniques, and a plug for unplugging.
Some musings on conventional industry wisdom, spurred on by the process of preparing features for the chopping block for the sake of making our release timelines.
An analysis of why we chose to revamp our art style most of the way through development, and why we went in the direction we did.
How we used math to expedite and standardize a game-wide artistic style change
The things we learned after surviving our first year of showing our game on the national convention circuit
Part two of our retrospective on our multi-touch tutorials, where we recount some of our successes.
Part one of two, where we examine some of the obstacles we ran into for the particular challenge of trying to teach players a brand-new multi-touch interface.
A simple question of gravity leads us to examine why “realistic” settings aren’t necessarily the ones that lead to the most engaging gameplay