Cally’s Caves 2 Media and Discussion Roundup

So our game has been available for 9 days now, and things are going pretty well. We thought we’d post a bunch of links to the various videos and articles that have popped up since release (and hopefully we will do a blog post on how we approached marketing shortly).

We got talked about on the Toucharcade Podcast.

And mentioned in their weekly release article:

We got talked about on Neogaf ūüėÄ

And an awesome review from Appadvice!

Here is a sweet review from SentralGamer.
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Cally’s Caves 2 Development Blog #8 – More on Level Design in a 2D game

We already posted on some of the thoughts behind the level design in Cally’s Caves 2 a while ago. ¬†In the time since that blog came out we’ve made a number of crucial decisions regarding how the levels will be laid out. ¬†Also, the overall level design is such an important part of developing a 2D game that we figured it would be worth another post to discuss some of the decisions we’ve made. ¬†We’ve already written¬†about how we approach tutorials, the smaller level sizes, and increasing density of objects in a level, so this time we are going to focus on the smaller things that go into making a level for Cally’s Caves 2.

cally and big bear

Hazards 

A good 2D platformer should always be fun to run and jump around in. ¬†Player movement mechanics are incredibly important, and part of developing player movement is figuring out how the player’s interaction with the environment¬†works. ¬†If the player stands on a brick block, they shouldn’t fall through it. ¬†If the player runs into a wall, horizontal movement should stop. ¬†Basic stuff, right? ¬†But if that’s all there is to the game, it might get a bit boring after a while (although plenty of games don’t, and are awesome). ¬†Introducing hazards allows a designer to inject some danger into a level design, which helps keep the player on their toes. ¬†It also increases the reward value for a player when they beat a level. ¬†Would a player feel more satisfaction if they ran down a level that was designed like a hallway, or if they navigated through a maze-like level filled with spikes and lava pits? ¬†We believe the latter provides more opportunity for player satisfaction, although there isn’t an objectively correct answer.

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