A couple of months into 2024…

Time flies when you’re having fun. This post has been sitting as a draft for some time now, if you’re reading it we’ve actually published it!

At the end of last year we funded Perilous Pond through Kickstarter! If you backed the game, thank you so much for your support! We’re speeding along towards the actual production of the game.

We started the year with dealing with a some practical things:

  • Getting proofs for the mini expansions, Life Lessons and Bigger Teeth
  • Refining the rules
  • Starting the conversation with our production partner, getting all the templates and making decisions on colors and other production details.

Getting the proofs early was important to us to make sure our digital mock-ups would work in real life and if not be able to make changes without causing delays. Luckily our ideas seem to work well.

Crocodiles from the Bigger Teeth expansion has surrounded a flock of frogs.

We’ve had to make a lot of tiny decisions regarding colours and designs. Our backers already know that we needed to change the dice material to make sure the designs would work out, but now we’re out of the woods and are preparing the files for production.

We’ve dug into the rules, trying to stream line them somewhat. We thought it would be a quick process and done back in February and we mostly was…but we still find things to improve. No actual changes to the rules, just clarifications.

Right now we’re focusing on preparing all the files for the printer. Converting colour profiles is always nerve wracking but things are moving along nicely and we should have no problem delivering the files in time.

A computer game

Back in the day we created a computer game…And you can play it here!

This game was created for the event TV-spelsjam back in 2017. The event was held in the community center “Klossen” (Hence the name). TV-spelsjam is a small convention with a lot of video games some talks around the video game culture and technology as well as a great place to hang out and meet people.

The game itself was made in the evenings and weekends of December 2016, the goal was to make a quite fast platformer with speed-running in mind. Due to the short time-frame and lack of spare time there are a couple of interesting glitches in the game (such as “edge jumping” to get high speed jumps) but they, in my opinion, adds extra charm to the game.

The main character “Jammy” is the convention mascot and not our creation. Jammy is but one of many “Cibas” of diverse backgrounds and styles meant to make everyone feel included. The first levels features some artwork from the Melon.js tutorial but the “ice” theme was wholy created by us. The music of the game is a chip cover of the song Shoreline by Broder Daniel made in Milkytracker by Åke and his sister Sara. We called it “Chipline” and felt really clever.

Since the game is not available on the web page of Digital Spelkultur anymore we decided to dig it out and put it here. It’s icy theme works very well with our own style. Hope you’ll enjoy it.

(My best time is currently 01:02:10, beat it if you can!)

We’re at it again!

We are happy to announce that we are working on a new title. Technically we have been working on it for some time now but are still trying to make the fun-o-meter climb a couple of more points.

We are however quite confident in the concept and are happy to tell you that we’re once more working together with the very talented Emily Ryan to make sure the fun is matched by the greatest artwork. After her great job with Bushido Duels she’s our first choice. We had a great first meeting to discuss the art style and concepts of the upcoming game and couldn’t be more excited. We recently got the first drafts of the box art alternatives and will decide the art direction in the weeks to come.

Emily Ryan

Watch this space, Facebook or Instagram for more news! We’re excited to share more as the game congeals into it’s final form!

The development diary

This is the development diary. It will irregularly be updated with thoughts and details related to current and past projects. In the coming months the contents will mainly be focused on the work done for Bushido Duels.