Hey guys, guess what, we’re still here.
It’s been a while since the last blog post, I know. This won’t happen again. From now on, I will write a devlog a week. This time for real, I swear. Make me. No, I swear.
So, what’s going on?
Back in the Caves is now on hold: we want to make it as good as we can and for that we need money. Since kickstarter isn’t available here in Italy and we’d also like to stay an Indie developer, the only way we could pay for our project was to make some small-ish games in order to accumulate some money.
As soon as I realized this, I was offered a partnership with Rising Pixel, a fellow Italian indie game studio. In february I started working part-time on Inquisitor’s Heartbeat, a game designed for blind and visual impaired people.
I had half a day free so I decided to start a mobile game project, just because. I opened the wardrobe where I keep all my game concepts (I like to write notes on expensive white shirts. That’s why I’ve got no money left).
The idea was simple, this is what the shirt said: “Squish Tetris and a roguelike togheter.”
What does this mean? The shirt didn’t say that, so I started thinking. My best guess was this game concept: you have to create a path for your character to walk on by moving and connecting falling blocks. A game that mixes puzzle and adventure in a way that wasn’t done before (if we pretend that puzzle quest never existed).
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