A Fistful of Context
We’ve been playtesting Octodad for a while now, and as we’ve been building our first level towards a more-or-less complete state, I’ve noticed something. Gray boxes just aren’t much fun! I’ve been under the impression for a long time that mechanics are the end-all and…
Design
Contextual Engagement in Dadliest Catch
You might have read my previous post about IndieCade submission and how we didn’t make it in last year. If you did you know we’ve been working on fixing a lot of the physics issues and the lack of polish that the first Octodad game…