More about us

We started seriously messing around with developing games somewhere in 2009, after being thoroughly blown away by Braid, Aquaria and numerous Flash games. Since then we worked on too-many-to-name unfinished projects, their carcasses now decorate some long forgotten corridors on dusty hard drive partitions.

We’re both chaotic people, often passionate about creating something for us and others to enjoy, often greatly overestimating our willingness to continue pushing through when the passion has waned. We started projects, worked on them for a while and then just dropped them never to revisit. Often this was due to not understanding the complexity of execution some ideas entailed; and in turn being overwhelmed by steep mountains, when all we knew how to climb were stairs. Other times projects ceased being what we enjoyed.

So we failed, a lot.

Old game prototypes bitserum

We also learned a lot in each of our design and development bursts. Longest of which was work on an atmospheric space shooter 13th Moon.

We worked on it for over 5 months, it was our second project focusing on Leap Motion controls (first being a pirate themed strategy game). The controls were implemented, tweaked and tested a lot, you could control the spaceship with a palm facing down, leaning and turning it into a fist to fire.

Pillage and Plunder

13th Moon was also a game of our never published, but almost completed arena shooter in Flash. And our 3rd attempt in creating a shooter type game. Action games are just so much fun to playtest! Unlike dating sims with dialog trees and branching timelines. :-/

13th Moon Flash

Participating in game jams really pushed us forward in our gamedev endeavors. Ludum Dare was great for us to finally publish our creations for others to chuckle through. Participating in 5 (one failed) LDs gave us a morale boost, we now knew we had something to offer that others were interested in exploring.
Aside from that, after years of trying this and that and failing (keeping to ourselves, as we’re both reserved people); a team of two, with limited knowledge of all gamedev aspects, an abundance of moodiness and a lack of funding can hardly make exactly the lofty games they really want to.

Entering the mobile games market dawned on us as a neat idea, we could create smaller manageable projects, and would push ourselves to spit out a game every month or two.
It was a plan!

We then went on to spend 7 months creating Bunny to the Moon for Android (including one long stretch of inactivity). This is our only published game to date.

A year later, after some more abandoned prototypes, and general indecisiveness on what project to focus on next, we finally decided to make a followup game to our bunny game, and expand it into a solid title we always knew it could be. That’s how we started working on Bunny Skyrunner, and where we’re at now. You can find out more about how we’re progressing on our blog.