Guys you should put your games on steam cause your games are good to be on steam. :D
It’s definitely a platform we’re interested in looking into for the future. Thanks for the compliment by the way, all of us here love to hear from fans!
written July 23rd, 2013 by lbunclejoe
The Poekuss family and a foxy friend, courtesy of our battle artist. Poekuss are known for being a particularly sadistic species of Collectem, setting fires with their candlesticks to toy with nighttime travelers before cornering them in the middle of the inferno.
written July 10th, 2013 by lbunclejoe
Hey there, everyone! Been a lot of goings on over the last few weeks, one of them being this handy new site. Earlier this year we made another go at a site redesign, in an effort to establish our focus on game development. Over the last year or so, one of the greatest lessons we’ve learned is the importance of maintaining focus, and that’s what incentivised us to talk down some of the non-game content we had to offer (like our comics, art and prose work). With that in mind, we didn’t quite get the job done with the last redesign, being too attached to our old database to really change much about the infrastructure of the site. Too many old ideas holding us back, leaving little room for a restructure.
written June 6th, 2013 by zachhinchy
As of June 2013, Here Comes Launchman has spent an entire year in a state of development hell. While progress has been made from a design standpoint now - we do think we know a lot more about where we want to go with the project - to continue to keep it our main focus is a detriment to our whole operation. So, unfortunately, we have made the decision to put the project on hiatus while we work on other things that hopefully we’ll be able to make with a reasonable development cycle…
written May 22nd, 2013 by natewiesel
Today is a special day, because today we’ve put two new (old) prototypes up on the internet for you to feast on! The first is an unfinished Ludum Dare game from May 2011 called A Really Big Rock. You may have heard of it previously back when we were doing the Wrrundowns because we once had plans to finish it. But obviously that never happened! The other prototype is much lesser-known. It was called Hyper-Snap (or something like that) and it’s a weird photography simulator of some kind. We had plans for better art and more content, but I personally just wasn’t a big fan of the whole idea and scrapped it after only a few days of work. We hope you enjoy these little bite-sized prototypes, as bizarre as they are!
written May 2nd, 2013 by lbunclejoe
Hello all! It’s been some time again, hasn’t it? Let’s take care of a little bit of housekeeping.
Nate and I recently closed the book on a Ludum Dare jam project, I DIED, which you can go ahead and check out right here. (I’ll wait!) It was a fun ride, and the first Ludum Dare I’ve ever personally participated in. Not sure why it has taken me so long to get in on the fun, but oh well! The game will be going up here on the site at a later date, once we have time to refine it and add some additional content.
That said, I DIED also marks our 4th game completed for one game a month! (Here’s to 8 more!) If you don’t count our April fools joke from last month, I DIED is also the first wholly original game created for the year long event. Both ViViD and Cylor were older games that needed significant updating (or outright completing). With a 3rd of 2013 over, we’d like to try doing a little less updating and a little more with new ideas. But, that said, it’s also probably a safe bet that we’ll do something with at least one more old project sometime this year.
Gamejolt, really, seems like a much better excuse for us to go back and file the sharp edges off our older projects though. Getting our stuff in front of fresh new eyes has been very cathartic, with the response to ViViD being particularly crazy. While the numbers are nothing super remarkable, just seeing so many enthusiastic strangers give our game a try and produce let’s plays has made us quite giddy. You’ve made us happy old men, internet, and all it took was you talking in front of footage from our 2010 drug trip. Thank you.
More and more will be making their way to Gamejolt with updates, so stay tuned. For now though, I should probably get back to work on other things. Until next time, everyone!
written March 16th, 2013 by zachhinchy
We’ve just put up a new version of Block Dude X! While it contains a few minor changes and fixes and some performance improvements, the big deal about this is that it’s now available on Mac OS X!
This is the first step in a broader initiative to get most of our Game Maker back-catalog running on Mac - we’ll have more information in the future about more plans in that regard. But for now, enjoy your block-stacking puzzle goodness.
Update: a new version, v1.3.2, is out. This fixes the problem that some people were having with the minimap (namely, it not existing).
written March 15th, 2013 by zachhinchy
Original post: Hey folks. We’re gonna start doing a new thing every now and then over here at The Layabouts where we “officially unofficially” release new updates before we “actually for real” release them, to check for bugs and whatnot. Today, here’s a new version of Block Dude X. It’s a rewrite of the game that brings it to the new Game Maker Studio platform, bringing with it performance improvements and Mac OS X compatibility! There’s also a fix for a level exploit and some minor cosmetic improvements/fixes.
Download it: Windows • Mac OS X
Just a small message to say that I really enjoyed ViViD!
Thank you very much!
written February 26th, 2013 by zachhinchy
We’re doing some shuffling around with the system backend, so a brief bit of downtime was expected, but we apologize for the length of time it took. We’re back, though!