Our goals for adding a quickplay mode to Primrows
Read MoreQuick overview of the before-and-after art styles from the classic Primrows 2010 to the 2024 reimagining
Read MoreA round of thanks
Read MoreQuick recap of some my favorite talks from March’s GDC Showcase
Read MoreSome notation tricks for planning multi-part enemies that need to react to a changing battlefield
Read MoreOn the challenges of being socially awkward and also being the leader of an indie game development team
Read MoreOur 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.
Read MoreWe 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.
Read MoreOur artist, Susan, details her process for updating our sprites from the old vector style to the new comic style
Read MoreArtist Susan details her process on coming up with and realizing enemy ship sprites
Read MoreSome short tips that have helped me get back to work after falling into an unproductive black hole this summer.
Read MoreSome short musings on the importance of ‘unrelated’ hobbies
Read MoreA quick look at some of our lowest-tech, highest-yield design techniques, and a plug for unplugging.
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