Hello there, dystopian daredevils! We have an update on our upcoming published title, Cyber Shadow.
What’s up, design devotees? With King of Cards’ one-year anniversary right around the corner, we thought it would be festive to finally tell the tale of how Joustus came to be!
If you aren’t familiar with Joustus, or need a refresher, pore over the Joustus Instruction Manual.
In part 1 of our design article, we’ll be talking about how we conceived of Joustus, and why!
Good day, programming pioneers! If you’ve ever looked into the world of game development, you’ve probably heard that making games is really tough! While that might be true, as we develop more games, we are also developing new ways to make them easier to build. Today, we’d like to discuss some of the development tools and tricks that speed our games from concept to reality. If you’re making a game, we recommend you consider supporting any version of the features we’re about to discuss. Most of them only take a day or two to implement and the payoff can be years worth of work saved!
Whether you are playing a single-sitting adventure or grinding out the 80th hour of an epic, every minute you spend playing a game is precious. As game developers, it’s our responsibility to make sure that we are respectful of the time that you choose to spend playing our games. Today, we’d like to spend a little time explaining how we account for a player’s time during the development of Shovel Knight: Treasure Trove, and what that means in practice!