Where We’re At
It’s getting towards the end of the year, making it a good time to get an overview of the progress we’ve made on the project thus far. We ended our Kickstarter August 10th, 2011, which really marked the beginning of development, having spent the previous…
All Under Control
The original Octodad sold itself on its control scheme meant to simulate the hardships an octopus would face if he were trying to pull off masquerading as a human. We meant to make it awkwardly difficult but since release have realized there were a ton…
Fantastic Arcade: Once More, With Feeling
Last year we made our very first visit to Austin when we were a featured spotlight game at the super rad event Fantastic Arcade, part of Fantastic Fest, at The Highball. While there we showed off the first Octodad in a really interesting arcade machine…
Octodad: Dadliest Catch on Steam’s Greenlight
When we started making Octodad: Dadliest Catch we had the ambition we still maintain today, that we very much want to distribute the game through Valve’s Steam platform for PC/Mac. (Linux too if it’s ready by the time we launch! Otherwise we’ll find another way…
We’re Going to PAX Prime!
A few months back we were lucky enough to receive word that the Indie Megabooth was going to return at PAX Prime, and they were even looking for games to fill some space at the booth! We decided to hop on that gravy train and…
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…
Kickstarter by the Numbers
About two and a half months ago the guys over at War Balloon Games, the creators of the magnifique Star Command, put up a brave analysis of where their Kickstarter money was spent and what it was spent on. We’ve also been attempting to be…
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…