We Did It Games
posted by on February 15th, 2012   |   1 comments

Hi everyone. It’s me. Sorry I’ve been ignoring you all this time. Turns out, we at WeDIG are having to do a little prioritizing, as we have our heads crammed to bursting with possibilities and just haven’t gotten to sorting them out into something you can button-mash to. We’re not gone though. We haven’t forgotten about how much the both of you mean to us so I decided to do something nice for you for Valentine’s Day to make up for all the things you’re not playing yet cause we didn’t make them. I made you a drawing. Pretend it’s interactive. GO!

Categories: Artwork, Development, Site News


posted by on December 19th, 2011   |   0 comments

Season’s Greetings, all ye who dare enter here!  It’s been a little over a month since Ratfist: Milt’s Missing! released, and that means the contest is over and we have a winner! Our skillful king of chumping is the one and only Eric C.!  Eric scored an impressive, borderline obsessive 3711 points. This score is higher than our own programming wizard, Gabe had achieved (once proud for having the high score in everything we do but now shamed permanently). But Eric wouldn’t simply be content with owning the high scoring crown, no sir. He had to be a part of Ratfist: Milt’s Missing! development history! For you see, kind readers, he was instrumental in uncovering and thus aiding us in the vanquishing of one of the most elusive and head scratching bugs found within the game. It is because of this man that our game is better.  Eric C., we salute you.  Eric has won an original Ratfist page signed by Doug TenNapel and as a bonus courtesy of the Doug-man himself, a copy of the Ratfist graphic novel as well as the love and adoration of all who look upon him in awe and wonder.

For the top nine others that submitted a high score during the contest, your contribution and love has not gone unnoticed. There is a special place for all of you now in the Ratfist: Milt’s Missing leaderboards! We’re using the first letter of your last names so the evil lurking about the shadowed underbelly of the web doesn’t try to put a hex on you for liking fun. If hexes are your thing, please drop us a line and let us know you’d rather have us proudly flaunt your full name and your flaunty wishes shall be fulfilled. To check out the boards, click here.

Thanks for dropping by and stay tuned for news on our next big thing!

Categories: Ratfist: Milt's Missing!, Site News


posted by on October 23rd, 2011   |   1 comments

That’s right chums! For those uninitiated, we were approached by the one and only Doug TenNapel, creator of Earthworm Jim and The Neverhood, to make a lil’ Flash game based on his acclaimed webcomic Ratfist. Check out the comic right here. Also, buy as many of Doug’s graphic novels as your bank account will facilitate.

A big thanks to the man Doug TenNapel for choosing us to help fulfill the fantasies of Ratfist fans around the globe who just want to chump some chumps in a rat suit. Big thanks as well to the immensely talented artist Katherine Garner for Ratfist logo support and to the awesome award winning games composer Tommy Tallarico for helping us out with the music. (He did the tunes for Earthworm Jim, y’know!) Mega triple-dog thanks to our WeDIG teammates Ken McGill and Tyler Harris for helping make all this less terrifying to produce and a final thanks to all our fans present and future. We look forward to your feedback.

Also, be on the lookout for news on our next game project. It may or may not involve outer space and booze.

Without further ado, click here and game on!

RATFIST: Milt's Missing

Categories: Development, Ratfist: Milt's Missing!


posted by on August 2nd, 2011   |   0 comments

I know what you’re thinking. Well first it’s something like, “Damn, I just ate this leftover cupcake from two nights ago and I want like five more now.” Next it’s most likely noticing the urge to expel urine into a porcelain bowl but not having the energy to move from the computer just yet. After those thoughts pass you’ve undoubtedly arrived at, “HEY! Didn’t these jackasses have a game coming out in August?” To which I reply, “Did I say August? Well what I meant was-” and then I run for the nearest exit.

Minutes pass and I realize I should give you a real, honest explanation. I come back into the room, sit you down with a bag of Twizzlers and an icy cold Guinness and prepare with a deep breath to reveal unto you the horrors that brought us to delaying the release of our latest little Flash experiment, but not before I point out this rad song Kim Boekbinder – The Impossible Girl wrote using our site and tendency for epic fiction as inspiration. It’s right over here around the 30 minute mark: The Impossible Girl at MakerBot Industries You can also download the song and share it with the world here (right click to save): My Life is Epic

Now that you’re good and hypnotized, prepare for a tale unlike any you’ve ever been forced to endure! So, turns out Gabe, Tyler, Ken and I were chosen by an interdimensional race of gaseous superbeings to immigrate their entire colony over to the States in little jars and then set them free into the atmosphere where they may spy on unclothed attractive people without ever being seen. (Gases by their nature can’t be attractive, so no one ever looks arousing where this species originated). In return we would be given an endless supply of sulfurous smell of which we could do whatever we want. Seeing as how the offer was so irresistible, we immediately began carting over these odd little gas dudes and the whole thing took a little over a month to finish, which has effectively pushed back our game development time. Judging by the pursed grin on your face, I can see that you’re either satisfied with my tale or thinking back on Kim’s song, wishing you were the only man on Earth with your pick of the women you spared after slaying zombies and the like. Either way, I shall not interrupt your peacefulness.

Categories: Development


posted by on July 9th, 2011   |   1 comments

Greetings, ye fiends. I find myself unable to sleep at this reasonable time to be awake anyway and thought I’d give all you spammers an update. Development on project “Ebony Rain” is progressing ever so progressively. If you’re good I might show you another teaser image. If you’re naughty I’ll show you more. The plan for those following along is for us to have this little taste of gaming pleasure completed and released unto the world sometime in August or shortly thereafter (we hope), which at this point sounds alarming now that I consider it. We’ll get it done somehow. Maybe. Ah, the joys of game development.

In other news, I sang a little Flanders and Swann song some time ago. Isn’t that swell?

In ‘nother news, please give a crunchy WeDIG welcome to Tyler Harris, our shiny new animation slave. He’ll be assisting me on animation for project “Dangling Hook.”

Now here! Don’t say I never gave you nothin’.

P.S. If anyone has any super-awesome secret ninja moves for silencing a terribly stabby tooth stuffed with composite, do share.

Categories: Development


posted by on May 22nd, 2011   |   0 comments

We Did It Games’ very first game project , Path-O-Gen, is now as complete as it’s ever going to get in Flash form and spreading infections of entertainment at Kongregate.com, as well as right here at the WeDIG site. As the bringer of all that is good upon you, we humbly request you sign up at Kongregate.com and give us some grades and feedback. Does Path-O-Gen satisfy your desire to be the best happiness plague you can be? If Path-O-Gen were made into an expanded project somewhere in the future or on another platform, what would you want more of?

Here’s what you can expect since the beta was released however long ago: New medals, revamped and new sound effects by the splendid Ken McGill, a new leveling system, and with that a damn fine boss fight by the time you get to level 10, complete with a new music track by the damn fine Jesse Barabe. A huge thanks to both Ken and Jesse for their awesome contributions to Path-O-Gen. I’d also like to add an extra special thanks to whoever “Jodi Rules” on the leaderboards is for filling it up s’damn much. Your persistence is inspiring and encouraging and I hope to see a return of that zest with this new release.

In commemoration of this momentous occasion, please enjoy this collection of horribly photographed sketches I did way back when Path-O-Gen was little more than an idea. Of curious note is those sketches are dated May 26, 2010. Nearly one year later we’re now closing the lid on the project in favor of more awesome things to come. Thanks and enjoy!

Categories: Development, Path-O-Gen, Site News


posted by on April 27th, 2011   |   0 comments

Hi everybody! Everybody, hi. This blog felt lonely and I wanted to give another post a chance to earn some spam comments, so humor me a while, won’t you?

Gabe and I are pressing on with project codename “Sentient Appendage.” I just made up that codename cause I figured our project could use one. Core protagonist animations are in the can and I’m fleshing out the first of a handful of sets that will comprise the first level.

On the PathoGen front, we’re really just waiting on some boss music to finish itself and then we’ll be good to go.

Nothin’ much else to say ‘cept Portal 2 is all sorts of awesome and everyone should go tile their kitchens with copies of it.

Now check out this epic work-in-progress first look at project “Trashwall!” (I change the codename on a minute-by-minute basis)

Categories: Artwork, Development, Industry Rants


posted by on March 19th, 2011   |   3 comments

Hi guys! Here’s a little recap of this week’s events:

My droog of ancient times when writing was all done with sharpened stone and cow hide, Ben Saller, has linked to WeDIG from his blog. Thought it right to give a shout out to his space over at Video Games and Booze. Never was there such a perfect pairing.

I also got a thank you video from the multi-talented John Allen Soares of Westhavenbrook Productions who have brought you such thrill-packed gifts to mankind as Sockbaby, Go Sukashi!, The Vacuum Consortium and my current favorite The Danger Element. Donations to keep Westhavenbrook doing what they do can be made here and there are all manner of rewards for doing so, including your very own thank you video from the mighty John Soares himself.

On the Path-o-Gen front, I’m sadly a little behind as my PC power supply decided to kill itself rather than be subjected to my outrageous power demands. This is the last thing I did: Bacteriophage cycle 2a I’ll be picking up on the trusty MacBook Pro where I left off on the PC for the time being. This boss animation stuff is proving to be rather time consuming, so just hang in there mates! Once we get Path-o-Gen version 1.1 or 2 or however those version conventions work these days, it’s going to be posted to newgrounds.com and kongregate.com and we’ll be asking for the support of the masses to visit Path-o-Gen in those areas. There’s also a splendid surprise in store for what our next project will be, but more on that when I feel like telling you.

Now then. It’s almost 8:40 AM on Saturday morning exactly one week ago. I’m about to set to work on continuing the animation for Bacteriophage when my good pal Krista issues a drawing challenge: A Big Daddy making out with Gordon Freeman. What is it with girls, anyway? I decided to take it one step further and make it “Big Daddy and Gordon Freeman Making Out as LEGOS.”

Please someone make Half-Life LEGO sets happen. Thanks for reading, y’all!

Categories: Artwork, Development, Path-O-Gen, Site News


posted by on March 11th, 2011   |   1 comments

Any other year with a console Legend of Zelda title on the way, I’d tell you without a second thought that the next entry into one of Nintendo’s most beloved franchises is at the top of my most wanted list. This year, Valve is going to break that trend.

It started with the original Portal. The title got my attention with online videos that demonstrated via witty, corporate themed isometric videos what the gameplay of Portal was all about. One word came to mind: Amazinglyeffingawesometimesten. Then another word came to mind that actually was a word: Different. Here was a refreshing new take on platformer puzzle solving that proved to be as much mind bending as it was flat out enjoyable.

Though the writing and cast for Portal is also fantastic, make no mistake that gameplay is the star of this title. The concept is simple: You have a gun that fires two individual portals and you use them to get from one spot to another. The implementation gets wildly complex as you juggle timed switches and puzzles involving various other clever uses for the portals. Experimentation in this regard is encouraged, necessary and fun.

Portal also expertly presented an unfolding tale that came to light by exploration and discovery, showing and not telling. Coming from the creators of the Half-Life series this is no surprise. The story was there for those who sought to find it and bypassed for those interested in purely advancing in the game. I being the adventurous type made it a point to search every corner for panicked wall scribblings to read.

Finally, whenever someone mentions Portal they must always mention GlaDOS, the famed mechanized antagonist and source of both comedy and terror in the game. I need mention no more than she made the number one spot on IGN’s top 100 video game villains to show how strong of a character she is.

It is for all these reasons that even mention of a sequel sets me on edge. Knowing that Portal 2 is just a month away is going to make me sleepless. Portal 2 is going to take everything awesome about Portal and amplify it. More levels, more GlaDOS, more portals and characters (with the aid of the new co-op), more music (with the return of Jonathan Coulton who wrote the ending song “Still Alive” for the original Portal), more puzzle elements and more stellar writing.

Some fans of the Zelda franchise are reported to have shed a few tears of joy when a new entry is unveiled. This happened to me this year, but exclusively for Portal 2. There’s something magical about the Portal experience that I find unmatched by anything else, and the wait to finally experience all that awesomeness will soon come to a welcome close.

Categories: Industry Rants


posted by on March 8th, 2011   |   2 comments

How many of you guys grew up with Duke Nukem? Surprisingly for me I know of only a few. I’ve been ever curious until recently about the spectre known as Duke Nukem Forever for, well, just about forever. It was only until news broke that the once thought vaporware would really, really, for real be released that I felt a certain void in my soul shriek giddily with anticipation of filling.

Many of you likely don’t see what the big deal is. There was little Duke did to innovate the FPS genre. What it did do is something I admire and seek to replicate and uphold with everything I help create here at WeDIG. It dared to be humorous via any way it wanted to be without a filter and sans shame. Duke is unapologetic.

Duke Nukem has attitude, babes, guns, aliens, mayhem and balls. The impending DN Forever is shaping up to amplify all of these things. Already via the interactive (draw what you dare on a whiteboard) environments, brash (testicle boxing) finishers and (gasp!) simulated urination, on top of the given heaps of gunplay, this title is looking to be everything a modern Duke game should be. What we’ve seen thus far is only the beginning, and I’d be content with just that. The prospect of more just gets me tingly all over.

Duke Nukem Forever makes me feel the same I did when the first bits on Mirror’s Edge hit the airwaves. I’m excited about the prospect of something refreshingly different. Even if the gameplay is firmly rooted in the FPS mechanics of yore, I’m confident the buckets of personality, style and charm, as well as the don’t-let-your-mom-see-this surprises in store are going to propel this game into a must-own category, if only for those Duke cultists like myself.

Lastly I feel I should cite as have others the historic relevance that this title has. With quite possibly the longest development cycle in game history, the release of this game bears a significance and weight unlike any other. Release day is going to feel like waiting at the finish line for a pal who had just completed a marathon. I want to douse everyone involved in development with bottled beverages, hand them a towel and pat them on the back.

For these reasons, I have committed for the first time ever to pre-ordering the special edition set. I rarely do this sort of thing, but a game like this deserves the recognition and even without the sweet swag (bust of Duke for the win!) I’d pay more than the cost of admission simply as a gesture to such a wild legacy. The moment I fire up Duke’s latest adventure and all throughout, I’ll likely be thinking of all the hardships in development the title went through to finally rest in my collection and I’ll thank everyone who made it possible.

Plus there’s a beer button! C’MON!

Categories: Industry Rants