written April 18th, 2014 by natewiesel
Here’s the Developer Postmortem for THIS old thing. Back in 2006-2007, young children versions of Nate (me!) and Zach made this monstrosity of a game, and now we’re back nearly a decade later (with Joe too for some reason) to deconstruct the shit out of it.
written April 3rd, 2014 by lbunclejoe
Announced back on the 1st with 100% sincerity, The Legend of Doodle will be released within the next few months for Windows, Mac OS X, and PlayStation®Vita! Play through over 500 bite-sized challenges, explore several worlds that continually add new mechanics, and find tons of hidden secrets in this platformer adventure with an emphasis on elegant simplicity.
We’ll be doing a write-up on our history with the game within the next few days, so stay tuned!
written March 12th, 2014 by mezzozy
Hello there again, everyone! Sorry we’ve been so quiet on the Collectems front the past few weeks. A lot of things have come up for all of us, so while we unfortunately haven’t had much to talk about, we’ve still been doing work when we can. Don’t worry though, we’re starting to get things back on track. As I mentioned in my previous development diary entry, I was going to cover the other protagonist, Aspen, once we had his design more finalized. That day has come, so let’s jump right in!
written March 11th, 2014 by natewiesel
Do you guys remember Luminant? Well, I don’t. This game is old as hell- three years old in fact- so let’s take a look back!
oh, and thanks for watching!
When are you going to get a Patreon account?
Creating a Patreon account hadn’t really crossed our minds, mostly because we weren’t sure if the kind of content we made was appropriate/frequent enough to warrant one. If it’s something that enough people would be interested in, we’d definitely be willing to set one up at some point in the future.
written February 17th, 2014 by lbunclejoe
It may be hard to believe, but yesterday was our 4th anniversary! It was 4 years ago that we first built this website, gathering together a group of like-minded “Fantastic Media Creation Heroes” to make daily goods for the betterment of the internet. Apparently, though, all of those high quality Cartoons™, Comics™, and Entertaining Let’s Play Videos™ were just too much work for us to keep up with. Guess we’ll just have to stick with the most simple of media to produce: Video Games!
In all seriousness though, Happy Birthday to/from everyone here at the team. While we won’t be doing anything specific to celebrate this time around (apart from this obligatory blog post), we do have something special to announce later on in the month, so stay tuned for that! No, it’s not that, but we’re confident it will still make many of you very happy nonetheless. Until then, here’s hoping that there will be many more celebrations to come in 2014. Cheers, and happy February 16th!
written February 12th, 2014 by lbunclejoe
Heyo everyone, and welcome to week 4 of our Collectems development diary! As a sort of followup to our previous post about Permanent Death, today we’d like to talk a little bit about how we’re planning on handling the player’s item use during battles.
I think it goes without saying that the fear of death doesn’t really exist if you can use as many items during a fight as you’d like. Stalling out opponents with healing items or always being able to instantly remedy a troublesome status ailment doesn’t really support a battle system that’s supposed to have real consequences for your actions. We’d like to avoid Item abuse as much as possible, and we plan to do this by budgeting the player’s actions via an Action Point (AP) system. All of the actions that the player can perform separate from their Collectems (using items, scanning an enemy, quick-swapping out party members, etc.) would be budgeted by these points.
written February 5th, 2014 by mezzozy
Hello all, this is the concept artist, Brittany Mezzo. Welcome to week 4 of the Collectems Dev Diary! This time, we wanted to talk a little bit about the female protagonist of Collectems: Clementine!
We’ve talked before about how important player choice is to us, and some of the ways those choices will matter. Who you play as is a big choice, so while we’re taking obvious inspiration from Pokémon, we wanted the choice of gender to be more than simply a cosmetic decision. We want these characters to be distinct from one another. They have their own histories and personalities, and that will change some of the ways in which you play the game.
written January 31st, 2014 by lbhinchy
Quick digression from Layabouts stuff: I just wanted to let everyone know that Aces Wild: Manic Brawling Action is now available for Windows on Steam. It’s a crazy awesome beat-em-up with tons of chaotic aerial action. It’s loads of fun and I recommend it highly! Plus, it’s also got a kickin’ soundtrack from James Landino, the composer who’s working on the Collectems soundtrack. So, go ahead and check it out! Tell ‘em I sent ya.