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You do your best work when things don't go to plan
November 30, 2016
So it's been a while since our last post. There are good reasons for that. The Big Dumb Fun Games team took a big hit last month when we lost a long-time team member. After many years serving the the indie trenches, he'd had enough. Gotta respect that, but it was nonetheless a very sad day when he formally moved on.
That was a dark day.
Around the same time, we realized we'd made a tactical error in our game design when we decided to implement the "walkabout" locomotion system. We tried it. We thought we were onto a winner. Then we stubbed our toes in testing. A lot. A whole lot. Our videos also copped some flak on Reddit for the slow pace of it...and in the end we decided Reddit was right—that locomotion system just wasn't the right path for STRANGE ALLIES.
So now we'd taken two serious body-blows in quick succession, and we were looking decidedly worse for wear as a team. But we dug deep. We looked elsewhere. We found ONWARD, and decided it's locomotion system was kinda boss. We tried it in STRANGE ALLIES and we loved it. One problem solved!
That just left the gaping hole in our team. But then our game designer came to the party and committed to doubling-up to fill the void left by our lost comrade. He proved his indiedev fu strong in the days that followed, and in just over two weeks produced the kick-ass combat-centric level you see in the new teaser video we just posted on our home page (it's here, if you haven't seen it).
As of right now, we have the prelude episode for our STRANGE ALLIES series almost completed end-to-end. A few bugs remain, and a LOT of placeholder art assets, but it's fair to say we are most definitely on a roll, and hopeful of putting it in VR gamers' hands sooner than later.
We're back, baby. Stay tuned.





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