Monthly Archives: January 2012

Stick Man Rescue Devblog, Part 5: Tuning & Polishing

Nothing gets fun by itself.  In the end, you have to play your game and make sure it’s fun.  When you’re done playing your game, you tweak it, tune it, polish it, and then do the whole process over and … Continue reading

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Stick Man Rescue Devblog, Part 4: Say What?

During the project, we faced difficult situations… it’s always a challenge to get the game as perfect as you want without going over schedule and over budget, which typically amounts to the same thing.  One of the most difficult things … Continue reading

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Gaming Websites Are Psyched About Scarygirl

Our friends over at Square (and our very own producer, Peter) showed off Scarygirl at CES last week. A lot of members of the press got to play the game, and some great previews are rolling in. Some of our … Continue reading

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Stick Man Rescue Devblog, Part 3: From Paper to Screen

We had a look, we had a design, and we even had a working prototype to help us wrap our heads around what was to come.  However, we didn’t have a vehicle to go with the scenery.  Our development art … Continue reading

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Stick Man Rescue Devblog, Part 2: From Prototype to Game Design

Working at a publisher & developer like TikGames has its advantages.  First, there are a bunch of talented people around to help hone ideas into something that works.  I enlisted the help of Adrian Ludley, our Creative Director, who gave … Continue reading

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