Posted on Tuesday, October 6, 2015 - 1:11pm
Hi there! I’m Jason. I don’t know if you’ve heard, but we’re making a game called Space Dave! It’s kind of a sequel to a game designed and developed by our MiniVisions team called Woah Dave!, which we released almost one year ago.
Woah Dave was a surprise hit for us, and we wanted to give Dave Lonuts the chance to continue his wacky and bizarre adventures. What we didn’t want to do, however, was just release a game that could have been an update (and we already did that with the free Woah Dave Deluxe! expansion.)
In designing Space Dave, we went back to the initial process we used when developing Woah Dave. This meant playing through some of our favorite old video games, and mixing and smashing up some of the most inspiring mechanics that made some of those games great.
At this past TwitchCon in San Francisco, hundreds of players were able to get a glimpse of Space Dave! for the first time, and give it a good solid playthrough. We had lots of current Woah Dave fans giving it a try as well, and we were excited to hear their thoughts on it. “It’s Space Invaders on crack” was one of the best comments, but it was the keen observations of the nods to certain old games and what people thought of the new ideas we’ve implemented that we were paying close attention to. One of the most inspiring comments we heard a multitude of times from Woah Dave fans is that they think Space Dave is even more fun.
These guys have visible butts, FYI
Of course, at first glance, most people see the inspirations from Galaga and Space Invaders. But if you dig a bit further, you’ll see cues from Missile Command, Atlantis (Atari 2600), Gaplus, and even some basic environmental management ideas masterfully employed in old Game & Watch titles.
To put it mildly, Dave has a lot on his plate in Space Dave. Not only are you blasting hoardes of alien armadas, but you’re also managing the very ground you walk on, trying to keep the diving aliens from reaching the bottom. If aliens hit the bottom, a chunk of earth is blown to bits exposing a dangerous lava pit.
Not all hope is lost, however, as Dave can snipe the evolved aliens that spring forth after landing, and collect their skulls to use either as weapons, OR to throw into lava pits to rebuild the lost ground. You’re handsomely rewarded at the end of each wave with bonus nickels (yes nickels!) for every tree left standing. If you manage to earn a “Perfect”, then you’ll score one extra shiny silver coin.
Do the wave!
The game contains dozens of different alien types all with their own flight and attack patterns, and we haven’t even begun to talk about the mini bosses and mega bosses you’ll encounter...and there are more than a few. One of the most fun things about Space Dave is the fun of discovery. There’s so much that to find in the game that we can’t begin to tell you all about it here.
We’re still hoping to have Space Dave! in your hands as soon as we can for most major platforms, including Nintendo 3DS, Wii U, Sony Playstation 4, Vita, Steam (PC/Mac) and more yet unannounced platforms.
Posted on Monday, August 24, 2015 - 4:07pm
We've been hard at work on this one for quite some time. Introducing Tharsis, coming later this year to PS4 and Steam:
Posted on Wednesday, July 15, 2015 - 4:38pm
Way back in 1995 when I was fourteen, I decided I wanted to make a JRPG. I really loved Final Fantasy and Chrono Trigger and Secret of Mana games on my Super Nintendo, and I thought hey, if an experienced team of adult Japanese people can make JRPGs, why can't one kid who lives in Montana and knows QBASIC for DOS do it?
Needless to say, it didn't turn out so well. But I didn't give up - over the next 8 years, I tried 13 different times to build the game, enlisting my friend Bryan Sawler to help. We built incomplete versions of the game for DOS, Windows, Game Boy Color, and even Gamecube. And then Bryan and I got jobs in the game industry and started working 80 hour weeks to make the next big movie tie-in games over and over. We were livin' the dream!
Early Ogden and a ninja, because why not a ninja?
The game sat untouched from 2002 to 2010, when my father passed away. Looking at Dad's lifetime of achievement, I realized all I'd done with my career was make a bunch of crappy movie license and mobile games for other people. I decided then to work on the game again early in 2011, enlisting the aid of my coworkers at our indie studio, Muteki. Bryan, Bill, Kevin, and I built the first chapter of Dragon Fantasy in just a few months. We released the first version of the game on August 23rd, 2011, and dedicated it to my Dad - the main character, Ogden, is based on him.
Gamecube version of The Woodsman, when he was going through his Steampunk phase - c’mon, we all did it.
Since then, Dragon Fantasy has evolved quite a lot! Eventually three chapters were made, plus a silly Minecraft-themed intermission, a 16-bit mode, and even a sequel! I have never stopped working on the game, because it is a labor of love, and it is a big part of who I am. Every time I've thought of a feature that I wished the game had, I've added it. It's become bigger and better and taken on a life of its own. And now, thanks to Choice Publishing, it's coming to the Nintendo 3DS and Wii U on July 23rd!
Hatless Jerald and the voidstone, from about 2001
This is a Big Damn Deal for me, because the game was always inspired by RPGs on the NES and SNES. Having the game on two Nintendo consoles just feels super, super rad. And they're not simple ports, either - both platforms support dual screen play (optional on Wii U), I added a bestiary, a quest log, mode 7 3D, and a bunch of other stuff!
An early sketch of Sandheim from about 2002
So, with extremely great joy, I invite you to check out the newly remastered Dragon Fantasy: The Volumes of Westeria on 3DS and Wii U! Pick either one you want, because it's cross-buy! Have fun slaying monsters!