You read the title, so let’s jump right in with our new gameplay trailer for Ittle Dew 2!
We’re at Microsoft’s Pre-PAX event today and will be showcasing Ittle Dew 2 there all day, and then over the weekend I will be a walking, mobile demo booth over at PAX Prime with a Surface strapped to my chest. Come by and play to your hearts content!
Finally we are today announcing that Ittle Dew 2 will be on Xbox One! It’s running beautifully smooth on the actual hardware already, and we’re super excited to let people play this version for the very first time today! =)
Did you catch our latest trailer and website? It was announced during Gamescom last week and you can see it right here:
It was super fun showing the game on the floor, and we got some pretty great interest in it =) Next up is PAX Prime in Seattle later this month where we will make a new exciting announcement and let people play it. Hope to see you there!
After an absolutely fantastic GDC, we’re happy to announce that Progress took home two awards – First we won first prize at the Indie PLUS event, awarded by a prominent jury including Adam Saltzman and Rami Ismail. And now we have been informed that the vote tally is in and, we also won People’s Choice at the Indie MIX event at IGN!
To celebrate, we’re launching Early Access testing for Progress – sign up fast to get to play on your iPhone or iPad! Slots are limited.
And thanks everyone who came by our (appropriated) booth at the IGF Pavillion, it was so much fun!
We can’t wait to show Progress at even more events, see schedule here!
We’re proud to announce Progress – a new game for tablets and smartphones!
We teamed up with our friends Tim Garbos from the Copenhagen Game Collective, and Norwegian musician Martin Kvale in a Scandinavian super-team joint effort and made Progress – a puzzle game that will make you think and laugh. But mostly it’ll make you look silly!
We won Pocket Gamer’s Very Big Indie Pitch on the very first day we showed it publicly, and we’ll continue to show it around the world during the spring and summer. Come find us at A Maze, GDC, SXSW, Social Connect, Nordic Game Jam – you name it, hopefully we’ll be there!
Progress will be released in the spring of 2015. Keep an eye on our Twitter and website for more info about shows and release date!
UPDATE: Check out our 100 Faces of Progress photo album !
Knocking it out of the park at PG Connects London
Two weeks ago, Ludosity participated in the four-day Games Against Ebola game jam. Daniel and Anton made Princess Remedy In a World of Hurt, with music by Mattias and Stefan, and Simon and Nils made Fist of Healing with more music by Mattias.
Today we’re releasing Princess Remedy for free, while talking a bit about how it was made. Get the game here:
Download Princess Remedy for Windows
Daniel on the game design
In Princess Remedy, you travel around the world to heal people with various ailments. The “Healing Mode” is a single-screen action sequence where you shoot band-aids and throw a limited amount of flasks at enemies like viruses and ghosts. Most of the ideas came from looking at Anton’s various concepts made before the game jam, which were expanded upon on our whiteboard on the first day of the jam.
Since we had four days, I figured it should be possible to make a fairly small RPG world with plenty of characters to heal, and several different enemies. After coding the overworld and basic battle screens, I received 64 NPC sprites and 16 enemy sprites from Anton, and two sets of tiles for the overworld and towns. With only two days left, I made the overworld areas, 49 regular battles, spent about four hours on the final boss, wrote the dialogue (hence why it’s so simple and rushed), and in the final hour of the jam added a save system. Since me and Simon decided to skip sleep on Saturday, I worked for about 32 hours straight, and managed to finish the game without having to cut any content from the plans. We also got a set of sweet final boss tunes from Stefan near the end.
Anton on graphics
Graphics for a jam game should be quick and fun to work with. I decided on a very low resolution look with very few colors on heavy black backgrounds. To spice it up I decided I should only use 1 color per 8×8 pixel block on a sprite or a tile, and I had Daniel code the sprites “erasing” tiles below them (it looks cool! Oldey!). This isn’t to emulate a specific console (although that is fun, I wasn’t up for that kind of dedication in a jam timeframe) but merely because limitations like these are fun to work with and forces one to be creative and try new things. And trying new things is a key to improvement, I feel.
This simple style, combined with very clear instructions on exactly what graphics we needed and how they should be set up, allowed me to churn out all the graphics in 2 days. Which was necessary since I would be away on the weekend.
The biggest thing I had to make was the final boss. For his concept design, both me and Daniel drew simultaneously on the whiteboard, just doodling whatever we could think of. Then I simply polished that design and translated it to pixels (still adhering to the 1 color per 8×8 area was the thoughest part!).
Haku on music
While the graphics are technically emulating something older than the NES I didn’t want to go that far back with the music. Thus the music is made by samples from the NES and the Gameboy, but disregarding any limitations those console would have. I played around with the noise sounds and with using moody arpeggios, also, I’ve been very much into jazz since the Card City Nights OST, so a jazz track naturally made it in there. All in all, I’m very proud of the soundtrack.
The tablet version of Scrolls we helped Mojang develop is now finally released!
Download on Google Play below!
We are super-happy the game is finally out. It was a lot of hard work replacing the entire GUI – using daily beta builds of Unity’s new uGUI system – and getting the game running smooth. Now we will treat ourselves with playing this game on our tablets during the Christmas break =)
Original post here
We just launched a Ludosity Tumblr, and it’s already full of gifs and screenshots from our games and prototypes – check it out here: http://ludosity.tumblr.com/
We should probably merge it directly with this website somehow (we’re tinkering with a new design for the site) but for now they’re separate.
You can follow the team on Twitter too:
And we couldn’t happier! =)
We’re joining Humble and their Games Against Ebola jam together with a bunch of other game developers.
Please donate, every cent will go to Direct Relief in their fight against eradicating Ebola that’s currently plaguing west Africa.
We’re streaming daily, come check us out and maybe give us some ideas too!
Ludosity are today proud and relieved to announce that Ittle Dew finally has a release date for Wii U in Europe. The 27th of November, a Thursday is the long-awaited day, and we can’t wait to see it go live!
Ittle Dew is the titular hero, as spunky as ever as she and sidekick Tippsie tackles an island with curiously designed puzzles, innocent henchwomen and a Scottish pirate with a mysterious past..
The European release have seen a number of updates, chief of which is the ability to play Off TV with full sound coming from the Gamepad now.
An image soon on your Wii U?
We will now start the process of sending out press copies to those that have already requested one, and we also invite reviewers to get in touch about a copy of their own, just email firstname.lastname@example.org! These copies can be played on an European retail unit.
Ittle Dew was initially released on Wii U in the North American region this summer, and on PC worldwide last year. It’s sold well over 100,000 copies and continues to be our strongest performer.
Ludosity is a Swedish game development studio, established in 2008 with over 20 titles released across PC, smartphones, handhelds and consoles. Currently working with Mojang on their tablet version of Scrolls, plus in-house projects.