Hey! This is Joel again. As I write this, all the work on Ittle Dew 2 is done, and I’m patiently waiting for the game to go through the proper channels to finally make its way into players’ hands on Steam, PS4 and Xbox One. While I wait, I’ve had a little time to reminisce about the journey that Ittle, Tippsie and all of us here at Ludosity have been on to get us to this point.
The Ittle Dew series has its origins in a project we created during our university days.
Believe it or not, Ittle Dew has its origins as a school project that I worked on with fellow Ludosity cohort Daniel Remar when we were still attending university. I wanted to study compact level design and sequence-breaking, and the game that eventually evolved into Ittle Dew was my thesis on the topic. Back then, it was set in a single, large dungeon, but even in this form, we implemented puzzles that focused on using multiple items at once, which remained a key feature of Ittle Dew and Ittle Dew 2.
Did you know that Ittle Dew 1 initially didn’t have an overworld? Things changed quite a bit during development, especially where the overworld was concerned.
Even after it had served its purpose as a school project, we continued to work on the game over the following years. Its scope continued to grow; when we decided it could no longer be contained within one dungeon, we added additional dungeons and an overworld. Sometimes we’d put development on hold because we’d be busy with other things, and then we’d come back to it with a fresh perspective, which allowed us to improve our designs and cut unnecessary features. The overworld went through some serious iterations.
Eventually Ittle Dew evolved into its final form, and it was released to the public in 2013 to a generally positive reception. Looking back, there are things that could have been better, but overall we’re still very happy with what we accomplished. Creating the first Ittle Dew also helped teach us a lot about the importance of combat and the need for puzzle variety (especially when you’re talking about a larger-scale game), as well as the benefits and drawbacks of 2D versus 3D graphics (as I’ve discussed in a previous post). Plus, we learned not to spread ourselves too thin by committing to too many platforms! Those lessons, along with our general overall experience as a dev team and the benefits of having worked together for many years, ensured that the development of Ittle Dew 2 went surprisingly smoothly, and has resulted in a title that really is bigger and better in every way. I honestly can’t wait for people to play it.
Thanks to the lessons we learned from making the first Ittle Dew, development on Ittle Dew 2 was surprisingly smooth.
So where do we go from here? Well, I’d be lying if said that I haven’t already given Ittle Dew 3 some thought. Ever since Ittle Dew 1, I’ve had this village-with-layers idea that I’ve been wanting to try, and Ittle Dew 3 might the place to do it. What is a village with layers, you ask? Well, it’s kind of like an onion. Onions have layers. But cake has layers too. I guess a more detailed explanation might have to wait. Of course, we’ve also considered setting other games in the Ittle Dew universe. Would anyone be interested in an Ittle Dew side-scroller?
For now, we’ll just be happy to have completed Ittle Dew 2, and see where things go from there. Thanks for reading, and have fun playing the game!
Hey! Joel here again to talk a bit more about Ittle Dew 2. If it hasn’t been clear from my previous posts, and especially the last one about the whiteboard, there’s a big emphasis on humor in Ittle Dew 2 (and Ittle Dew 1…and most of our games, really). Honestly, we never even considered trying to make Ittle Dew 2 or its predecessor more serious. When video games try to be epic, serious story scenes can make the experience tedious and detract from the fun. Making something that’s silly, ridiculous, and lighthearted makes it easier to keep things fast-paced and snappy. Besides, if you think about it, when you have a game where you’re running around whacking hundreds of innocent wild animals and smashing pots and taking stuff for no reason, it makes more sense if your protagonist is kind of a lunatic.
Right from the beginning, it should be clear that Ittle Dew 2 is goofier than your average adventure game.
There’s humor – or, at least, dumb/amusing/weird antics – in just about every part of the game, from the cutscenes to the enemies to the dialogue to the puzzles. I especially like the way the intro turned out, which is stupid yet subtle, and I still get a kick out of Business Casual Man (a character with especially interesting fashion sense) and one particular floor switch that runs away when you approach it. You can thank our main programmer, Stefan, for coming up with that one.
Say hello to Business Casual Man, one of our favorite characters in the game.
Some humorous elements are easier to implement than others. Daniel, our game designer, also wrote the dialog, and he tended to just make it up on the spot. If it wasn’t funny enough or something more amusing came to mind later, it was easy enough to rewrite the scene later. Visual gags, on the other hand, require a lot more work. Ideas for visual gags popped up constantly during development, either in conversation or on the aforementioned whiteboard, but we had to be choosy about what to include; very few of these jokes actually made it into the actual game. Sometimes the deciding factor was how much of an in-joke it was. Something might seem hilarious to those of us on the team, but if it wouldn’t make sense to the player, then there’s not much point. Of course, some of those inside jokes still made it in, but hopefully in a way where the silly quirkiness still fits the world or adds to the mystery of the game, even if you don’t know all the back story.
Ever wonder what video game bosses do when they’re not fighting you? Now you know.
Basically, when it came to the humor, anything was fair game. If it made us laugh, and especially if we were able to build upon each other’s jokes, it had a shot of making it into the game. There was nothing off limits as too silly or too weird, as long as it fit within the game’s universe (and let’s face it; almost anything goes when you have a theme-park-like adventure island where most of the bad guys are hired help). Hopefully you’ll have as many laughs playing Ittle Dew 2 as we had when we were making it!
Hey! This is Joel from Ludosity again. In my last few posts I’ve talked about the various elements that make up Ittle Dew 2 – the the combat, the puzzles, the enemies, the overworld – but this this I wanted to let you in one of the tools we use to come up with all that good stuff. It’s kind of a trade secret, so come in close so I can tell you…about the whiteboard.
As you can see, we use the whiteboard for all kinds of important stuff.
Yes, we have a large whiteboard in our office, and, in theory, that’s what we use to discuss and evolve a lot of the design ideas we come up with, like the creation of new enemies or new overworld areas or stuff like that. Maybe we’d put scheduling and project-planning information on there too. At least, that was the idea. In practice, what happened is that every time one of us wrote something important or serious on the whiteboard, someone else would doodle something completely silly next to it. Honestly, there’s a lot of doodling happening on the whiteboard (a lot of just pertaining to whatever games we’re currently playing for fun), and not a whole lot else.
But that’s not a bad thing at all! A lot of our characters have been born as jokes. Some features as well. Someone says something funny, we laugh at it because it’s a joke, and someone draws something about that, on the whiteboard. The next thing we know, we’re looking at each other and a game idea starts to come together, and before you know it, one of us is saying, “Actually, you know what, guys? This should probably go in.” If you played the original Ittle Dew, you may remember Ultra Fishbunjin. He’s ridiculous: a super-muscular fishbun who throws dumbbells and generally makes players angry because he’s so difficult…and he definitely started out as a whiteboard joke. So did some of the recurring characters in our other games, like the Apathetic Frog, the Hype Snake, and Business Casual Man. They all got their start as goofy doodles on the whiteboard. In fact, it’s probably fair to say that a lot of the enemies in Ittle Dew 2 came about this way.
Remember this guy from Ittle Dew 1? He got his start as a joke on the whiteboard.
Fooling around on the whiteboard has lead to other unexpected things. There’s a block you can place in the game, and it sort of pops up shortly after you place it, and eventually we realized that we should have enemies react some way if you have the block pop up beneath them. We joked that it should just launch the enemies into space and we drew a little gag about it on the whiteboard, but before you knew it, a programmer put it into the game. It looked great, so we kept it. Of course, that expanded into a discussion about how we could add a scene onto the ending where you could see all the enemies that you launched into space, just floating up there, but in the end we nixed that idea. The game does keep track of how many you launch, though!
You never know which of these doodles might actually show up in a game.
The truth is, the whiteboard doesn’t get used for too much serious work anymore, but we did use it to plan out the ending cinematic to Ittle Dew 2. Although after you see it, you might decide that isn’t exactly too serious either… I guess you’ll get to see for yourself in the near future once the game finally lands on Steam, PS4, and Xbox One!
Hey guys! This is Joel again from Ludosity to tell you a bit more about Ittle Dew 2. I’ve mentioned before that Ittle and Tipsy aren’t the most heroic of protagonists – they really just want to find treasure and clobber bad guys. For that reason, it’s pretty important that there are lots of bad guys to clobber, so here’s an introduction to the enemies you’ll get to fight in the game.
First and foremost, we have the Jennys, and I don’t mean Forrest Gump’s girlfriend. If you’ve played Ittle Dew 1 or some of Ludosity’s other games like Card City Nights, then you already know about the Jennys. The full name is Jenny Rich Monsteur, which is a terrible pun on “generic monster.” They’re these purple-skinned girls who dress up in various costumes – like a frog costume or a fox costume – to make them suitable for different environments.
When you see the Jennys, you know what to do: beat up every last one!
Of course, we have a whole bunch of new Jennys for this game. The Safety Jenny is one of the first enemies you meet, and she’s armed with a useless foam sword and safety goggles. There’s also Slayer Jenny, who is like something out of a Moomin (it’s big over here in Europe, trust me) fairytale but more sinister. There’s the Flower Jenny who’s armed with a scythe-shovel, and Shark Jenny who swims around with her fin sticking up (unless she’s on land, in which case she just flops around uselessly).
There are lots of other enemies besides the Jennys, too. Among the most powerful are the Hexrots in the final dungeon; they’re big, cloaked carrot wizards who cast all sorts of spells. We’ve also got cactuses who flex and chase you around while shooting flaming spines, and in Star Woods you’ll face turnips armed with spears, shields, and bazookas. There are even rotting zombie versions of those guys! Because combat is much better this time around, we could make more difficult enemies and more challenging combat, so we’ve tried to make the enemies more varied and fun.
This will teach you to eat your vegetables!
And then we have the bosses, who aren’t necessarily what they seem. Here’s the thing about Ittle Dew 2: even though it’s a classic-style video game adventure, it also pokes fun at the genre a little bit, and so the whole thing is set on an adventure island run by a gamesmaster – it’s sort of a giant theme part for adventurers – and the bosses are hired help. So at the beginning of the game, you can go to the village area and talk to the bosses, banter back and forth, and you’ll learn that they’re pretty good guys. But once you step into a dungeon, they get all serious, and they’re ready to beat the crap out of you.
Sure, the bosses are hired help – but don’t feel bad about clobbering them. They have it coming.
There are three recurring boss characters, all of whom ride robots to battle. There’s Cyber Jenny, who replaces her body parts with mechanical parts gradually, Le Biadlo, who wants to avenge his cousin from the first game, and Lenny, who doesn’t really care one way or another. While Ittle and Tipsy are kind of blank slates as far as backstory and characterization goes, there’s actually a lot to learn about the bosses and their relationships, so that can be pretty fun. That’s especially true of the gamesmaster, but to say anything else would be a spoiler.
So there you have it: a quick look at some of the enemies and bosses of Ittle Dew 2. Some are cute, some are dangerous, and all of them will be there for you to beat the heck out of when the game arrives on Steam, PS4, and Xbox One.
Hey everyone! Joel here again with some more behind-the-scenes chatter on Ittle Dew 2. This time I’d like to tell you more about the world you’ll be exploring in the game, and some of the decisions that influenced that world’s design.
If you’re familiar with other classic action-adventure games, or the first Ittle Dew, then you know the general premise: lots of dungeons, a nice big overworld, and lots of enemies to crush and puzzles to solve along the way. Naturally, we want to keep things varied and interesting, so there are a number of fun and, um, unique locations to visit. The dungeons include places like the Trash Cave, an art exhibit (where pretty much everything is is destructable), and even one that’s set in some dude’s flooded basement! It starts as a regular basement, but slowly transforms into a pirate-themed desert island with sharks and cannons and stuff.
While in the art gallery, be sure to mind your manners and…smash everything you see!
As for the overworld, you’ll travel to spots like Pepperpain Prairie (which has rivers of hot sauce and peppers), Frozen Court (a permanently snowy area where enemies with gigantic magical swords roam around), and Star Woods (where a beautiful forest is half-covered in sad-looking trash bags and rivers of sludge that are coming from the aforementioned Trash Cave).
The adventure turns hot and spicy when you venture onto Pepperpain Prairie.
Originally, the overworld was a lot more open, without any major obstacles or detours, and it was mostly just a way to get from one place to another. But that wasn’t satisfying, so Daniel, our expert level designer, rebuilt a lot of it and blocked off some paths so you could never just run through in a straight line. There was a lot of creating and testing to make sure it was fun and the difficulty felt right. Also, to make sure it didn’t feel like going through the overworld was ever a chore or that you’re wasting time, we’ve included warp spots at all the major points of interest so you can quickly travel there for subsequent visits. (Likewise, there are shortcuts in dungeons for easy backtracking, too.)
Need to get somewhere fast? You can warp to all the major points of interest after you visit them once.
On the other hand, we also wanted to make sure that exploring was worthwhile, so there are lots of secrets and optional items off the beaten path, as well as a few sight gags and bits of lore about the game that only astute players will discover. You can find hints for just about everything too, even if the clues aren’t obvious or necessarily near the secret in question. And while I’ve talked a lot in the past about how important it was that the game be nonlinear and that you could go anywhere at any time, that’s not completely true – aside from the final dungeon, of course, there are some mysterious black obelisks that…well, I’ll let you see for yourselves.
Why, yes, I do believe this is…a clue!
There’s plenty to see and solve and destroy in Ittle Dew 2, so I hope you have fun playing it and discovering the world for yourself when it’s released in the not-too-distant future.
Hey! It’s time for another update on Ittle Dew 2, and this time I wanted to discuss one aspect of the game that we really focused on improving when compared to the original, and that’s combat. As I’ve mentioned before, some players felt that combat seemed tacked on in the original game (which is true to some extent, since initially it was going to be purely a puzzle game), so we’ve made strides to make combat more fun and fluid with the addition of 360-degree character movement and a dodge/roll that offers a small window of invincibility. More responsiveness means more fun!
Ittle’s new defensive dodge adds a new dimension to combat!
But beyond those additions, the action primarily revolves around four weapons/items you can use to clobber your enemies in different ways. At Ludosity, we love the Zelda series, but we feel like they tend to go overboard with the items and weapons you can get, so, just like in the first Ittle Dew, you’re limited to four of them, each mapped to a different face button. It’s not about the size of your inventory; it’s how you use it! These items can be used for both solving puzzles and bashing bad guys, but we’ll discuss their puzzle-solving uses at a later time. (Besides, all Ittle really wants to do is the bashing part.)
Sometimes simple is best – like smacking your enemies around with a stick.
So what do you have in your arsenal? First up: the stick. Nothing too fancy, but when it comes to inflicting blunt force trauma on vicious wildlife and other bad guys, it definitely gets the job done. There’s also dynamite for times when a big explosion is the only way to show your enemies how you truly feel. (If you played the original Ittle Dew, you might remember bombs were in that one; bombs were big and took up physical space when you placed them, but dynamite is smaller and can be walked over.) Then we have the Ice Ring, which freezes enemies, and the Force Wand, which shoots out balls of, uh, force.
When you need to bring the boom, unload the dynamite!
Some weapons are more effective than others on certain enemies due to their built-in strengths and weaknesses, and sometimes it makes strategic sense to use a particular weapon. For instance, some enemies are rather fast, so it benefits you to punch them with the Ice Ring, which will cause them to slow down, and then smash them to pieces with the stick. These weapons are upgradable, too! As an example, the simple stick upgrades to a fire sword, and then later to something even better.
Feel free to yell things like “Chill out!” or “Ice to meet you!” when you attack with the Ice Ring.
There are a few passive items that will improve your combat skills, as well. A protective amulet will decrease the damage you receive from enemies, while a special headband will allow you to inflict more damage on enemies.
So there you have it: pretty much everything you need to know about combat in Ittle Dew 2. I wouldn’t call it super-complex, but it just feels right, and it offers what we believe is the right amount of depth for an adventure game. Have fun bashing baddies!
Hey there! This is Joel from Ludosity again to go behind-the-scenes on Ittle Dew 2. This time I wanted to discuss one of the big changes to Ittle Dew 2 that I only briefly touched on in a previous post: the switch to fully 3D visuals! That’s right; the hand-drawn 2D graphics from the first Ittle Dew have been lovingly rebuilt as fully 3D polygonal models.
Though the first Ittle Dew (left) was all 2D, we opted for more flexible 3D graphics for Ittle Dew 2 (right).
There are a few reasons that we decided to make the leap to 3D. For one thing, because the scope of Ittle Dew 2 is so much greater than that of the original, and our team is fairly small, it was far more efficient to build the game in 3D. Sure, a single 2D pose or animation of a character is a lot faster to create than a polygonal model, but when you’re talking about animating many different characters that can move in many different direction, the work involved adds up fast. The more animations something needs and the more directions it’s seen from, the more efficient 3D becomes. Additionally, Ittle now has complete 360-degree freedom of movement – which just wouldn’t have looked or felt right in 2D – to allow for smoother control and better gameplay possibilities.
That’s not to say that switching to 3D wasn’t without its challenges! While polygons are more efficient in a lot of ways, they’re actually more work for static backgrounds and objects that only appear once, so that required us to be more selective in what we built. (As our artist, Anton, put it: please take an extra look at Cyber Jenny’s computer before destroying it.) Another thing to consider is that Ittle Dew 2 uses a pseudo-overhead perspective most of the time. That’s easy enough to deal with in 2D since you can always cheat the details, but it can sometimes look weird in 3D if you’re not careful with the models. Furthermore, we wanted the graphical style to look as similar to the original Ittle Dew as possible.
We experimented with a lot of things to make sure that Ittle Dew 2 had the look we were going for. Around the time we started going 3D, The Legend of Zelda: A Link Between Worlds was released for the Nintendo 3DS, and we saw that it used slanted character models to help give the illusion of 2D artwork, so we tried that, but it was really hard to work that way, so we decided not to use that method. We did, however, build some models in unnatural ways so they look good from an overhead view, such as dungeon walls and some of the characters – when viewed from a more traditional angle, for example, some of the characters’ facial features might appear higher on their heads than you’d expect so they look good from a top view. We also used a shader to add wobbly black lines around the character models so they look like the character art used in the original Ittle Dew! Overall, it took some trial and error, but we’re very happy with how everything looks after the jump to 3D.
This was one approach we considered for making the visuals look good from an overhead perspective, but it ended up being too tricky to work with.
Aside from the benefits mentioned above, full 3D graphics allow us to add other cool stuff to Ittle Dew 2 as well. For one thing: alternate costumes! They don’t affect the gameplay, but we included them because it’s pretty easy to do in 3D. (They’d require us to redraw every frame of animation in 2D!) We’ve also been able to beef up the number of enemies in similar fashion by reusing skeletal structures or animations, or in the case of the Jennies (that’s our pun on “generic enemies,” for the uninitiated), they’re all based on the same “blank Jenny” template model. Another cool thing we were able to do is play around with the camera angle a bit – there’s one part of the game that kind of resembles a sidescroller!
We used a special shader to outline the characters to help give the 3D models a hand-drawn feel.
In the end, we’re quite glad we decided to make the switch to 3D, and I think you’ll feel the same way, as it really allowed us to play around and experiment with many visual elements in the game, and it enabled us to create something that’s bigger and better than would have been possible before.
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.
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!
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!