Our motto, “No Barriers, just Power Ups” means that when we make something (be it games or otherwise) we want to make it as easy as possible for our target market to pick up and play. We want to create experiences for the player/user that make them feel good to play, anything that will help a player reach that fun point of an application/game sooner rather than later.
We did it! We reached our funding goal and are now hours away from the campaign closing out. There are still many things we wished we could have done...
kickstarter campaign coming to a close
There is nothing more important than the quality of the game as a whole, but to achieve something of such a high caliber will require more time than we...
kickstarter campaign launched!
As we get closer and closer to the start of our own kickstarter campaign, we want to share our knowledge as well as open ourselves up to public opinion...
kickstarter pledge draft
GameTrailers did a GT One-Shot where Grapple Knight was featured, hit the jump for the amazing video.
grapple knight featured on gametrailers
Part 3 of our post EB Expo series of articles. Our environment artist talks about the many iterations the environment art went through as he learnt and...
grapple knight post-eb part 3: environment art overhaul
Part 2 of our post EB Expo series of articles with this one focusing on some of the programming that has gone into Grapple Knight so far. Learn some of...
grapple knight post-eb part 2: programming springs and sprites
The game we took along to EB Expo was very different than what we had shown before. This article series tells the story of how we got from A to B, covering...
grapple knight post-eb part 1: the hero reborn
Grapple Knight gets a Greenlight review on a new series called Steam or Vapor, how well do we hold up...
grapple knight youtube steam or vapor review
Part 2 of the Grapple Knight redesign development story leading up to Supanova 2012.
the supanova 2012 redesign - part 2
When we first started making Grapple Knight we had a general idea of the direction that we wanted to head in but quickly found the game wasn't as fun...
the supanova 2012 redesign - part 1
We get interviewed by Jessica Barabas-Bui from Capsule Computers while at Supanova Sydney 2012
our first interview
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