Monthly Archives: January 2013

avatar

A: How the hell do you keep players from getting stuck in a level?

I can answer this question by asking another one: How is it possible to screw up a puzzle in the game? Well, there are several ways to mess up. Given all the mechanics, players usually start to abuse them to… Continue reading the rest of this article →

avatar

Watcha doing, mate? – Ask Klonk Anything

“So what is it you do, exactly?” is the most frequent asked question when talking about your work. Also, this is a question raised by our team members asking other klonk-folks. Artists are curious about what the code-department does and… Continue reading the rest of this article →

avatar

Mercury Shift 2D – SVN Render

We used a super nifty tool to visualize our progress from the prototype of Mercury Shift 2D in Flash (Gource). It shows our progress and what a relentless coder our very own lead programmer is. You can still play the… Continue reading the rest of this article →

avatar

Coins

When designing a game for the first time, you tend to take many things for granted, especially the little things that seem so obvious and logical that you probably never really put a lot of thought in them. Being a… Continue reading the rest of this article →