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The things we learned after surviving our first year of showing our game on the national convention circuit
Part two of our retrospective on our multi-touch tutorials, where we recount some of our successes.
Part one of two, where we examine some of the obstacles we ran into for the particular challenge of trying to teach players a brand-new multi-touch interface.
A simple question of gravity leads us to examine why “realistic” settings aren’t necessarily the ones that lead to the most engaging gameplay.