One of the fun aspects of Full Mojo Rampage is that you aren’t limited to just one play style. There are eight parent Loa (voodoo gods) in the game that you can pick from to customize your character, and although there’s only one available at the beginning, you’ll be able to unlock the others by collecting medals. You can think of them as character classes; each one has his or her own unique spells and passive abilities to augment your standard projectile attacks, some of which are great for solo play, and some that are best used in multiplayer mode. Here’s a look at four of the parent Loa you can choose from.
Baron Samedi: Baron Samedi is the only Loa available when you start the game. He is a mighty Loa of death and resurrection, but he’s also a known partier and womanizer who loves to drink rum and tell dirty jokes. He offers an evasive dodge and a voodoo bomb, making him a well-rounded choice for your parent Loa. When you fill up your rampage meter, you can summon Baron Samedi himself to join you on the battlefield.
Baron Samedi’s mix of offensive and defensive moves make him a solid all-around choice.
Maman Brigitte: Like her husband Baron Samedi, Maman Brigitte is a Loa of the dead and could be considered the keeper of the cemetery. She’s an extremely powerful loa, and she sometimes turns that power toward her husband for his affairs and unfaithfulness. Her attacks are fire-based; she lets you surround yourself with flame, shoot out a wave of fire, and protect yourself using bombs.
Powerful Maman Brigitte has an affinity for fire.
Loko: Loko is the Loa of healing and vegetation, and one of the founders of the voodoo priesthood. He has a strong sprit of justice, and is ready to quickly punish evildoers. Though his health and damage-dealing capabilities aren’t the best, he lets you fire bombs that hurt enemies while healing allies, plus you can bless the earth to gain quicker attacks. His abilities make him a great ally in co-op mode.
Loko specializes in healing and comes in very handy for co-op play.
Ghede: Ghede is another Loa of death (and also fertility, FYI). He’s a mischievous sort who likes to confuse humans with his mind-control powers. If you choose him as your parent Loa, you’ll use spells to place totems on the ground to either shoot at enemies or provide protection for you and your allies. Placing totems costs points from your rampage meter, but Ghede’s meter generates faster than those of other parent Loa.
Choose Ghede as you Loa to take advantage of totems.
These four are only half of the Loa that you’ll be able to use in the game. Next time, I’ll give you the rundown on the remaining four: Erzulie, Ogoun, Lenglensou, and the super-destructive Agaou.
Hey! This is Joel from Ludosity again! Today I wanted to talk about the thought process behind making a sequel…and by that, I mean Ittle Dew 2, of course. Naturally, when you make a sequel, you want to take everything that people loved about the original and make more of it, cut out or fix things that didn’t work, and hopefully add something new so you aren’t just offering the same old thing.
With Ittle Dew 2, we had a pretty good idea of where we wanted to go, and we got some valid critiques of the original game, as well. With the first Ittle Dew, we knew we had made a very good puzzle game, and everybody seemed to like the puzzles. And there’s a very good reason for that – Ittle Dew was originally conceived as a very dense puzzle game, but as we worked on it, it grew and expanded to become an adventure game, complete with combat.
Fighting is going to be a lot more fluid and varied this time out!
Still, some people have thought that the adventure parts were unfulfilling, or that there was no real need for combat – that those elements felt tacked on. Those are both things that we wanted to address from the beginning with Ittle Dew 2. We updated the visuals from 2D to 3D (more on that in a later post) so we could allow for smoother, 360-degree character movement that would lead to better combat, plus we added an evasive roll that would add more depth to the combat and permit us to include more aggressive enemies.
On the adventure side of things, not only have we made the game world much bigger, but we’ve designed it with nonlinearity in mind, so you can tackle the game’s seven dungeons in any order. And secrets! This time we tried to pack in as many secrets as we could, so we could give you something really rewarding for exploring the island on which the game takes place.
The game world is a lot bigger than before, which means a lot more to explore and discover!
Of course, there are some things that worked really well in the original, such as restricting ourselves to four active items, each of which is mapped to a face button on the controller. No mucking around in an inventory screen to switch tools and weapons – we wanted to keep things straightforward and focus on using the tools in creative ways rather than loading players up with extra clutter. Naturally, it’s not the same set of tools in Ittle Dew 2, but they’re still upgradable, and our philosophy of creative item use – which includes using items by themselves as well as in combination with one another – hasn’t changed.
The puzzles and limited inventory were received well in the first Ittle Dew. Those elements will return with even more polish in the sequel!
Hopefully this extra emphasis on fighting and exploration will go a long way towards making Ittle Dew 2 address any issues people had with the original game, and the result will be a bigger, better adventure game that even more people will enjoy.
Hey, it’s Zach again. If you’re going to have an exploration-heavy adventure-RPG like Creepy Castle, one of the things that you obviously want to get right is the level layout: you have to make a game world that’s fun and interesting to explore. In our case, though, we didn’t want to make things too complicated either. In the end, I’d like to think we found the right balance. Butterfly can’t fly, but she’ll have to climb a lot to explore the Creepy Castle. Actually navigating the castle is kept fairly straightforward to begin with: Moth can move left and right, climb ladders (and chains and vines and whatnot), and plummet incredible distances to reach new areas. (Yes, even though he’s a moth, he can’t fly or even jump.) However, we’ve filled the castle with lots of branching paths to keep the game fun and involving, and there are plenty of goodies strewn about so you’ll want to check out every nook and cranny. Treasure chests contain pickups like keys, attack items, and delicious discarded foodstuffs to replenish your health, and you’ll want to go out of your way to find invaluable crosses that provide experience points so you can level up. You’ll also find bookshelves all over the castle containing lore that explains story details and fleshes out the game’s world and characters. They’re not essential and you can skip them if you want, but we hope you’ll have as much fun reading them as we did writing them! There’s lots to discover, both on and off the beaten path. As a nonlinear adventure, the game, naturally, contains lock-and-key puzzles – some of the literal type, the require you to search an area to find the appropriate number of keys before you can move on – and some that require special gear to move forward. Although there aren’t too many exploration-assisting items in Scenario 1, there are a few must-have pieces of equipment that you’ll need to reach new areas, including the Phaser, which lets you move through certain solid doors, and the Ice Rod, which freezes ice and lava so you can walk across them. (Later scenarios will introduce additional items.) There are two types of locked doors: standard white ones, and red ones that lead to optional rooms. And, of course, Creepy Castle wouldn’t be very creepy without traps and enemies to get in the way, so there are loads of those, too. Since enemies are immobile, they sort of work like obstacles you need to get past, and then there are plentiful traditional hazards, too: collapsing ceilings, retractable spikes that require skillful timing, swinging balls on chains, fireballs that pop out of lava, and a giant boulder that will crush you instantly if it touches you (yes, it’s my homage to Indiana Jones). Honestly, the collapsing ceilings are the least of your troubles around here. Hopefully this will give you an idea of what you’ll encounter once you set foot in Creepy Castle – and all this is just in Scenario 1! I hope you look forward to experiencing it for yourself once the game is finished.
Zach from Dopterra here again! So, you might be wondering why I decided to make a retro-inspired adventure-RPG starring a giant anthropomorphic moth. Well, as for the moth thing, I’ve just always liked ’em. As for the rest, Creepy Castle started as an idea I cooked up for a 48-hour RPG competition back in 2009. Or was it a game jam? I can’t even remember anymore, but either way, that’s where the concept for the game took root: a retro-looking, side-view, nonlinear, exploration-focused RPG with an action-oriented battle system. I created this early version of Creepy Castle using GameMaker, and a lot of what’s featured in this prototype version will still be found in the final game, including a good chunk of the map design and the locations of enemies and bosses. In fact, some of the original code is still around, too!
Behold, the original Creepy Castle! It got its start in a 48-hour RPG competition.
After the 48-hour contest, my plan was to flesh out Creepy Castle and turn it into a full-fledged game that was worthy of being released to the public, but one thing led to another and I ended up putting it on the back burner for years until I finally got motivated to commit to the whole indie thing and put the project up on Kickstarter in September 2014. Was the gaming world ready for an RPG with active duels and a cartoony bug protagonist? Apparently it was, because not only did we meet the funding goal, but thanks to everyone’s support, we managed to hit a few stretch goals too! (Yay!)
The new incarnation of Creepy Castle is miles apart from the original version. Despite the fact that some of the aforementioned original content is carrying over, and that the game is still being built with GameMaker, there are tons of new additions, and a lot of what was originally there has been rebuilt with updated code. In the 48-hour version of the game, for instance, there was only one type of battle, but there will be nine in the final game, plus there are substantial new areas, as well as the addition of art for character portraits and cutscenes, and a whole lot more. The story has been rewritten, too, and it’s now presented in a different way – in the form of lore that you encounter as you explore the castle.
The Fire Dungeon is just one of many, many enhancements made to Creepy Castle since it was first conceived.
Perhaps most importantly, though, is that the original Creepy Castle scenario is just the beginning. There are now four scenarios in all, some of which are bigger than the Creepy Castle portion of the game. The stories in all four scenarios are interconnected, too. And as you might have seen on our Kickstarter page, the game will even feature cameo appearances by some of your other favorite indie characters.
Creepy Castle wouldn’t be here without the support of our fans on Kickstarter.
For something made in 48 hours, I think the original prototype of Creepy Castle turned out pretty darn good, but it’s only a shadow of what the final game will be. Once it’s complete, Creepy Castle will be exponentially bigger and better in every way, and I’m hopeful you’ll agree that the time invested in all the enhancements has been well spent.
Say hello to the protagonists of Ittle Dew 2, Ittle and Tippsie. I guess you could say that Ittle is the true protagonist, given that it’s her name in the game title and all, and she’s the one that you’re controlling, but she probably wouldn’t be the same without her flying-critter sidekick, Tippsie. Or maybe she would. To be honest, we never really cooked up much of a backstory for this duo – they just love to go on adventures, crash onto islands, and beat the crap out of anybody that gets in their way. We wanted characters that were straightforward and not too complicated – this was just one of the ways that we wanted to “trim the fat” compared what you might find in other adventure games.
One’s a big jerk and the other’s a cynic, but there’s no greater adventuring duo than Ittle and Tippsie!
To be blunt about it, Ittle is an unscrupulous jerk. She might not look like it, but she’s a dumb brute who doesn’t really think things through and is more than willing to resort to violence to get what she wants – and what she wants is to explore, loot the places she visits, and bash anyone who’s unfortunate enough to get in her way over the head. She pretty much wreaks havoc wherever she goes. (And, of course, she’s pretty good with tools like fire swords and force rods and ice rings and dynamite, but we’ll get to those in another post.)
Tippsie might not take as much action as Ittle, but her extreme cynicism makes her more than an match for her companion. Deep down inside she’s probably more good-hearted than Ittle, but you’d probably have to look pretty hard to find it. And if you’re wondering about her name, it’s actually pretty simple. As the thinker of the pair, Tippsie gives tips to help Ittle get through the tougher parts of the adventure. Of course, she may also be a little bit inebriated as well. Tippsie is constantly in need of “health potions,” if you know what I mean, although Ittle doesn’t always allow her to have them.
Actions speak louder than words, but it’s nice to have a friend to talk to.
The selfish, brutish adventure-seeker and the super-cynical companion…they might not fit the mold of typical game heroes, but that’s the point, and we think you’ll learn to love ’em anyway. We’ll be telling you more about their adventures in Ittle Dew 2 in the near future!
Hi there! This is Michael Stearns of StarQuail Games, developer of Tiny Barbarian DX. As you may have heard, we’re partnering with Nicalis to bring our diminutive musclehead to consoles (the early episodes are already available on Steam for PC, Mac, and Linux), so I’ll be popping up here to provide some information about the game and its development. But before I get into that, I’d like to give a little bit of background about myself and what led to Tiny Barbarian DX’s development.
Games like Gunstar Heroes influenced me tremendously as a gamer and a creator.
I guess the first thing to know is that I’ve been a gamer for a long time. I grew up hooked on 2D action-platformers, and I was especially into Sega systems and games made by Treasure. Gunstar Heroes, Dynamite Headdy, Guardian Heroes, and Silhouette Mirage all made a huge impression on me, as did other games of the early to mid ’90s – Shinobi III, Ranger X, and Rocket Knight Adventures, to name a few. These were games that not only played great, but that told stories through their settings and play mechanics rather than through an explicit narrative, and they really got my mind going as I thought about what kinds of worlds these games took place in. Even when 3D began to take root and my friends started playing Quake and Duke Nukem 3D, I was far more interested in what was going on with beautiful, detailed 16-bit and 32-bit art, and while the industry has obviously continued on with polygons as its priority, I’ll always love 2D and pixels, and it’s been a huge influence on me.
Before Tiny Barbarian, Astro Man on Xbox Live Indie Arcade was the biggest game I had been involved with.
My love of gaming led me to try my hand at indie development, which wouldn’t have been possible without my partnership with my longtime friend Daniel Roth, who’s basically a programming prodigy. Initially I focused on artwork and game design, and Daniel handled the programming side of things. Together we formed StarQuail. We dabbled with a lot of things, but the first game we actually released was a simple one-button game for PC called Sky Puppy. It didn’t do too well, but we actually released it, and I was happy with how it turned out! Next we made Crystal Skies, which was designed by Daniel and was kind of our take on the spinning bonus levels from Sonic the Hedgehog. After that we released Astro Man, which came out on Xbox Live Indie Arcade. It was a platformer mixed with some light Metroidvania elements, where you had to explore the levels in order to find items that would help you through later levels, and you could go back to the old levels and try to find the stuff that you missed.
This was the original version of Tiny Barbarian, created back in 2010.
All that led me to Tiny Barbarian! During development of our previous games, Daniel always had to deal with me asking to implement all the arbitrary things that I wanted to include, so for Tiny Barbarian, I decided it was time for me to start learning how to code by myself. I started working on it in 2010 with a mini-episode I created in GameMaker, but since then I’ve moved over to using our proprietary engine called Quail2D. With lots of advice from Daniel and fan support on Kickstarter, I’ve been able to completely devote myself to working on Tiny Barbarian DX full time so I can try to deliver that same kind of classic action that I enjoyed so much growing up. As of this writing, the game is more than 75 percent complete, and I can’t wait for you all to play it in its final form.
Hi there, Binding of Isaac fans! I’ve got some awesome news: The Binding of Isaac: Afterbirth is just about ready to launch on PlayStation 4, Xbox One, and Wii U (at a later date). In fact, it’s going to be out today, May 10th for $10.99.
If you haven’t heard, Afterbirth is the very, very extensive add-on DLC for The Binding of Isaac: Rebirth delivering 100+ additional hours of gameplay. Features include:
-A new final area and final boss for the main game
-The new Greed Mode
-Daily Runs to compete for high scores and best times
-1000+ new room designs
-A new playable character, Lilith, mother of demons
-Eight new bosses
-Four new alternate chapters with specific enemy types, visual themes, and surprises
-25 new enemies
-120 new items (bringing the total past 525)
-A massively updated item combo system
-New alternate soundtrack
-10 totally new and awesome challenges
-Tons of new secret transformations
-Revised seed code combo system and new special seeds
-Loads of new achievements
-And more! (Who doesn’t love “And more!”?)
But enough with the lists. Here are the juicy details on some of Afterbirth’s new content straight from the game’s madman creative genius, Isaac’s proud papa, Edmund McMillen:
Greed Mode is a totally new game mode in afterbirth that is a hell of a lot more fun than even i expected it to be. It mainly involves fighting off waves of randomly chosen sets of enemies that spawn around the room. These waves ramp in difficulty and continue to stack on top of one another till you hit wave 8, press the stop button, or die.
The more waves you string together without hitting the stop button, the higher the cash bonus, and if you are able to do it without taking damage there is another bonus in it for you. After wave 8 you get a breather to cash in your winnings and the button mysteriously changes to a skull!
High risk, high reward. Get greedy in Greed Mode!
Pressing said skull will start the “boss waves,” an easy wave (on par with a basic boss from that chapter) and a med wave (usually an easy level boss with a small mob). You get a lot more time to kill these waves, but depending on how fast you are there is a high chance that the second boss will spawn in alongside the first…but you can always sacrifice half a heart to stop the next wave from spawning if things are looking dire.
Once these boss waves are finished, the exit door will unbar and you will be able to progress to the next level…or you can take a chance with the “nightmare boss wave” in order to unlock the devil room door. But get this: every single room in greed mode is 100% new, cursed rooms yield totally new surprises, secret rooms have bigger payoffs, and the content of devil rooms aren’t exactly what you are used to. In fact, all the pools in Greed Mode are totally new and have been heavily modded to fit Greed Mode perfectly.
All in all, Greed Mode will feel like a totally new experience that will not only yield tons of rewards for completing it with each character, but also features a very unique ending that should have you coming back for more for quite a while.
For those of you who have used “seeds” in rebirth, the short answer is Daily Runs are daily seeds that are universal to everyone playing that day…but I’ll assume you don’t know what seeds are and give you the deets.
Every new day, Afterbirth will generate a new “run” for everyone who owns the game to play. But what makes Daily Run different than seeds is that Daily Runs will be identical for everyone in every way (though we all know your actions might change later outcomes in the future…Back to the Future logic is real!).
So it doesn’t matter what you have or haven’t unlocked, Daily Runs don’t play by the rules! Everyone is on an equal playing field here! (Aside from 1000s of hours of experience and knowledge of the game.) Doesn’t matter what you have or haven’t unlocked. if you wanna go for Mega Satan from the get-go…then by all means go for it! Beyond all runs being universal, Daily Runs will choose a specific character for you to play as…and EVERYONE is forced to play as him/her/them universally. Yes this includes The Lost…but don’t worry, those will be rare days. That said, nothing can be acquired or unlocked in daily runs. Much like seeds, Daily Runs do not yield any progress rewards…so it’s best to play the main game more if you want game progress.
Afterbirth will features loads of new enemies and bosses, and even some alts to existing ones…but just how many is loads? Honestly, I’m not sure. At this point it’s even hard to remember due to the fact that so many enemies have new alt forms and more than a few have level alt forms as well (like burning fatties/walkers/leapers etc). But here is one of my personal faves, mostly due to how they look. Fat Bats, or Fats as I call them, are a newcomer to the caves and depths.
They’re fat. They’re fangy. They’re Fat Bats.
Little Horn is a new and much welcome “stubby” demon boss. I really loved the design of Loki and I know there are more than a few Loki fans out there who appreciated the four-armed lil devil. I liked how small he was and in Afterbirth I made sure to add in more “small” bosses as well as more “mega huge” ones to boot. Not only does this guy break the mold with his AI, but he also has more attacks than normal bosses. Easily one of the most fun boss fights thus far. I also got to reuse some of his mechanics in other ways…
Little Horn is small but still dangerous.
Afterbirth will feature five new champions! Champions in Isaac are twice as large, do a full heart of damage, have twice the life, and usually drop something special when they die. Well, this time we are sticking with the basic formula…but switching things up just a tad. I wont spoil it all but here are two of the five new champion forms found in Afterbirth: Green Pulsing Champion and Itty Bitty Champion!
Two of the five new champion forms: Green Pulsing Champion and Itty Bitty Champion!
There will be new cards, pills, runes, bombs, hearts, chests, and even a few new item types you will run into and/or unlock via one of the 10 new challenges. I don’t want to spoil all the fun here, but here are a few…
New Item: DIPLOPIA! Diplopia is a new one-use item that does something pretty interesting: it doubles items and pickups. Not all items are ones you want two of, but I’m sure some of you can think of more than a few that would be nuts to have two of… There are also a few tricks you can do with it.
Double your pleasure with the Diloplia.
It’s a new fave of mine: THE FRIEND BALL! I felt like charm effects were one of the more interesting additions to Rebirth, so I wanted to use them a bit more in Afterbirth. The Friend Ball will instakill any non-boss enemy, trapping them inside the ball. Then you can release the trapped enemy, now charmed to fight alongside you for the duration of the room!
Use the Friend Ball to…catch ’em all?
Dead Eye is a fan-suggested item that raises damage with each consecutive hit and causes your tears to become red glowing balls of death if you play well.
Dead Eye may cause your enemies to be the ones weeping.
One of the more interesting features of Afterbirth’s main game is “alt chapters.” As many of you know the game currently features alt chapters for each existing level set, ie, the basement’s counterpart is the cellar. Each alt chapter has its own set of levels, themes, and enemies that are semi-exclusive to it. I wanted to add more stuff like this without muddying things up by actually making a full third alt for each existing chapter set. In Afterbirth, each chapter set will feature a variant that will go over the top of whatever theme you are currently playing, so regardless of if you are in the cellar or basement, there is a small percentage chance that whatever level you are in will become a new Afterbirth alt.
The new, alternative version of the basement/cellar. Burn, baby, burn!
I’m not going to spoil them all, but we will start with the first: the burning basement/cellar. Aside from how different this alt looks, it also features many different changes. There is a high percent chance that many different enemies will become “flaming alts.” All new level alts will feature modded stats and new attacks; there is a small percent chance that rocks will become fire pits. These seem like minor changes, but in a lot of ways these new alt levels will act as “champion” variations of levels, making things slightly harder but also raising the possibility of more reward. Each new alt will also feature new music, visuals and effects.
Hi guys! This is Zach, creator of the upcoming PC/Mac/Linux game Creepy Castle! It’s been a while since the game was guaranteed life through Kickstarter, but development has been moving along, and I feel like there’s finally light at the end of the tunnel. I’m hoping to keep you informed here about some of the various aspects of creating Creepy Castle, but before I do that, I thought I’d give you some background about myself.
Creepy Castle is almost here, combining old-school looks and ideas for an all-new type of RPG.
I’ve been a gamer for almost as long as I can remember, my first console being the NES before moving on to the Super NES. I enjoy almost every game genre, but I’ve always had a special spot for platformers in particular. Some of my favorites include the Super Mario games (of course) and the Castlevania series – both the classic action-platformers and the more recent Metroidvania-style games. There’s just something special about venturing through those haunted halls of Dracula’s castle! I’m also a big RPG guy. You can’t go wrong with the Final Fantasy series, and the entire line of Mario role-playing games is spectacular. I’ve always appreciated how those games have tried to bring something new to the table to make them more than just menu-driven RPGs – stuff like the timed button presses for extra offense or defense in Super Mario RPG, and the little minigames used to execute special attacks in the Mario & Luigi titles. (Not coincidentally, you’ll probably notice the influence of a lot of these games in Creepy Castle.)
Look! It’s Bee, who’s going on to bigger and better things in Creepy Castle.
When I was still pretty young I started creating my own games with RPG Maker 2000 on PC, and after spending a lot of time with that, I began fooling around with GameMaker. When I wasn’t attending school, I spent my time learning the things I needed to know to better make my own games: programming, writing, art, and, more recently, music. Along with one of my friends, this led me to establish Dopterra back in 2008. You could call it an indie game studio now, but back then it was more just for fun, and it allowed me meet a lot of other people who’ve contributed to Creepy Castle’s development. (Dopterra is also the name of the world where Creepy Castle takes place). We’ve mostly dabbled with smaller browser-based games, like Flutter Moth, a Flappy Bird-inspired game starring Moth, Creepy Castle’s main character. I was also commissioned to create a simple browser-based shooter to go alongside a book called Echo of the Boom a couple years ago – my first professional game!
Classassin, a shooter created to promote the novel Echo of the Boom, was my first professional game.
But everything I’ve done before has been on a much smaller scale than what you’ll find in Creepy Castle. It’s by far my most ambitious project to date, and even though the going has been a little slower than expected, I think the extra time and effort are going to pay off. Next time I’ll write a little bit about Creepy Castle’s origins and how it’s become what it is today. Thanks for your interest!
Greetings from Sweden! This is Joel from Ludosity; I’m one of the designers of Ittle Dew 2, which we’re bringing to Steam, PlayStation 4, and Xbox One with the help of Nicalis.
If you’ve had a chance to play the original Ittle Dew or any of our other games, like Card City Nights or Bob Came In Pieces (it’s a horrible name, I know), then that’s great! Thanks for the support! For those of you who don’t know us yet, here’s a little bit of background.
Personally, I’ve been a huge gamer ever since the days of the 8-bit NES. One of my favorites? The Legend of Zelda, naturally. That was my go-to game back in the day, and I was mesmerized as I explored its forests and deserts and dungeons. It seemed like there was always something new to discover; it was amazing. Another one of my favorites, for a lot of the same reasons, is Super Metroid, which might be the pinnacle of game design as far as I’m concerned.
This is our logo. It proves we exist!
Back then I never thought I’d be a game designer, but one day I was criticizing some game — I don’t remember which one — and my girlfriend at the time told me that if I was just going to complain about video games then maybe I should just learn to make better ones myself. And I hadn’t really considered that before, but the more I thought about it, the more it made sense, and so I applied to university to learn about programming and game creation, and I loved it.
Bob is in pieces. Or, at least, his ship is in pieces, and you need to rebuild it.
I formed Ludosity with a bunch of fellow students back in 2008, and we made a handful of games (like the aforementioned Bob Came In Pieces, which was released on Steam), but team members kept coming and going, and it wasn’t until 2010 or so that we came together to form what I call Ludosity 2.0, which included myself, Daniel (a fantastic level designer who I met at university), Anton (our art director), and Gustav (our programmer). Ever since that core team came together, we’ve been finding our own identity and aesthetic and sense of humor, and we’ve been continuing to create games we want people to enjoy, like the original Ittle Dew (which came out in 2013) and now Ittle Dew 2.
Ittle Dew was our first stab at a puzzle-filled adventure game.
The Ittle Dew games are top-down adventures born from our love of classics like The Legend of Zelda, hopefully delivering that same sense of wonder and surprise and discovery, but with the Ludosity brand of style and humor and our own take on adventure-y gameplay. Ittle Dew 2 is going to be way, way bigger than the original, with new abilities, revamped graphics, better combat, and much more to explore, and we hope you stick around in the coming days and weeks to get a taste of what we have in store. Thanks for reading…and playing!
Ittle Dew 2 is on its way to PC, PS4, and Xbox One. Adventure and shenanigans are guaranteed!
Greetings! This is Rob from Over the Top games, developer of the roguelike action title Full Mojo Rampage, which we’re bringing to PlayStation 4 and Xbox One with some help from Nicalis. I’ll be bringing you a bunch of details about the game in the near future, but first I thought I’d tell you more about myself and Over the Top.
I’ve been a gamer for a long time – I’m an especially big fan of Nintendo games, particularly the Mario and Zelda titles. I also love deeper, story-driven games like Deus Ex and The Elder Scrolls III: Morrowind. My colleagues and I are also huge fans of The Binding of Isaac, and I’m not just saying that because we’re partnered up with Nicalis!
After I became a programmer, my first job was at a company called Pyro Studios, which is best known for the Commandos series. My first project was a strategy game called Imperial Glory, which I worked on from start to finish over a couple of years. The next title for Pyro was a WiiWare game, but after around two years in development, one of the higher ups decided to scrap the project. That was my wake-up call to go independent, so in 2008 I decided to start Over the Top Games, where I was joined by my brother and one of my friends.
Our first game, which you might have heard of, was a 2D platformer originally called Icarian: Kindred Spirits, but was later renamed NyxQuest. It was fairly well received when it was released on WiiWare, and it later came out on Steam and iOS. That caught the attention of the folks at Electronic Arts’ EA 2D studio, who were interested in using the engine we developed for NyxQuest. That led to us working with them to bring Fancy Pants Adventures to console and mobile.
Platformer NyxQuest: Kindred Spirits was our first release as Over the Top Games.
After that we considered doing something a bit bigger, something grander. We started prototyping a few game concepts and began reaching out to publishers that could help us bring these ideas to life on a greater scale. In the end, however, we decided that the financial environment at the time just wasn’t right for what we wanted to do. This could have been considered a setback, but it was actually a good thing, as it allowed us to make exactly the game we wanted, completely by ourselves with our own funding. That’s the game that ended up becoming Full Mojo Rampage: a voodoo-themed procedurally generated multiplayer action game that provides a new experience every time you play. FMR hit PCs via Steam in 2013, and now we’re working on bringing the game to console. The PS4 and Xbox versions will have all the features that the PC version had, along with some technical improvements and even a new mode.
Full Mojo Rampage, an action game fueled by the power of voodoo, will soon be released on PlayStation 4 and Xbox One.
We’re very excited to be bringing this game to a whole new audience, and we hope you come back to hear more about the development process. Next time: how we ended up going with a voodoo theme in the first place!