Twofold Secret: Development Blog

Artscape 2011, A Survivor’s Guide

posted by Chris on 19 Jul 2011

So we exhibited Alight at Gamescape this year, an exhibit at the Baltimore-based Artscape festival. And we survived! It was a fun to show the game off, and great to meet up with other game developers and talk shop. There are several big companies in the Baltimore/DC area, but thus far, it’s been hard to…

A little knowledge…

posted by Chris on 27 Nov 2010

Sometimes cliches really are true. When we first started working with Flixel, it was right after I tried writing a Zelda-like game entirely in JavaScript. (I called it Zelda’s Maze and almost all of the ideas in it showed up in Where We Remain.) The experiment kinda sorta worked. I got OK framerates in Chrome,…

A crash course on publishing to Lulu for $0

posted by Chris on 4 Aug 2010

The budget for the Sanctuary 17 manual, like pretty much everything we do, was $0. It took some adventuring to get the finished product we did, and I didn’t find many great guides out there with good advice. So here are some lessons I learned, in hopes that it saves someone else some time, too.…

Why sell a paper manual for a Web game?

posted by Chris on 2 Aug 2010

A very pertinent question. I admit it is a total anachronism– but I think it’s also an interesting experiment, too. My thought process began when we ran MochiAds during Where We Remain‘s load sequence. We had a really good experience using Mochi. Their API is pretty much plug-and-play, and the user interface for submitting games and…

The Cutting Room Floor

posted by Joel on 28 Jul 2010

As I mentioned in my last post, Sanctuary 17 underwent a lot of changes on the way to becoming a finished product.  As you might expect, that also means that a lot of things that were once in the design ended up bowing out along the way.  I thought it might be fun to take…

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