The design of Slap City
Hi, I’m the animator and co-designer of Slap City, and today I want to talk about the ideas and philosophies that go into making the game. Slap City is mainly designed to be fun and silly, but it...
View ArticleCard City Nights 2 – Devblog #2
The Art of Card City Nights 2 Hello everyone! It’s me, Regnslöja, one of Ludosity’s two artists here to tell you about Card City Nights 2. Just like in CCN1, I’ve drawn all the characters and most of...
View ArticleCard City Nights 2 – Devblog #1
The Making Of A Sequel The original Card City Nights started out as a fun side project, but turned into one of our most beloved games. It has such a great atmosphere, stellar soundtrack, and a core...
View ArticleAnnouncing PsyCard!
Today we’d like to announce a brand new little game, PsyCard! A cozy cyberpunk minesweeper-like game for iOS and Android, coming soon! Anton’s comments If you’re an avid follower of all things...
View ArticleIttle Dew 2 devblog: Slow news day
Hello there, scores of rabid Ittle fans swarming our offices and staring through the windows. Daniel here to say something vague about Ittle Dew 2 again! What’s going on? At the moment, only me...
View ArticleIttle Dew 2 devblog: Design
Hello, diehard Ludosity fans who spend most of your time walking about our offices asking for autographs. In this post I’ll explain the game’s direction and overall design. If you’ve played the...
View ArticleIttle Dew 2 devblog: 2D to 3D
Hello, Ittle Dew main artist here. Let’s talk about the move to 3D for a bit. There’s a lot of great celshaded games recently (Guilty Gear Xrd, Jojo All Star Battle to name a few) that look amazing....
View ArticleIttle Dew 2 devblog: Shaders for beginners
Hello everyone! Today we will learn how to make lava, and also how to make water. “But this is blasphemy!” you say. “Only gods may do such things.” While that is a fact, sometimes you have to take the...
View ArticleIttle Dew 2 devblog: Dynamic Score
The music in Ittle Dew was generally positively received, but didn’t really stand out. We did have a pretty cool system for fading between different instrumentations of the same theme on the overworld,...
View ArticleMuri dev blog, part 4
It’s the last part of the Muri dev blog! Oh my! Story The plot and setting were inspired mostly by Doom and Sin & Punishment, though it’s not as over-the-top as the latter. Since each person the...
View ArticleMuri dev blog, part 3
It’s Muri time! Sound Many DOS games let you choose between PC speaker sound or MIDI and digital samples, which required a sound card. When dad got a Sound Blaster 16 we had to manually input the IRQ...
View ArticleMuri dev blog, part 2
It’s time for another Muri post! Graphics The game emulates the 320*200 EGA graphics mode that uses the 16 CGA colors for its palette. I’ve actually only played a few games that ran in this, like Duke...
View ArticleMuri dev blog, part 1
Hi there! This is the first of a series of blog posts about Muri’s development. I started work on Muri in May, with the goal of making a simple DOS-like platform shooter inspired by Duke Nukem and...
View ArticleIttle Dew for tablets
We are basically finished with Ittle Dew for tablets, and we’re just about to submit and send out review copies. I wanted to show you how it looks (and works). When you start the game for the first...
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