We Did It Games
posted by on March 19th, 2015   |   0 comments

Why, hello world! I know it’s been an awfully long time, but you expect that sort of thing from us now, don’t you? It’s true, we have all manner of adult responsibilities nagging at us, but that won’t stop the sweet desire to craft some astronomically fun times. Speaking of astronomically fun times, we made a dang game, y’all! No, it’s not the big ol’ project about whatsisface that gets all buried and has to do lots of digging and stuff. Oh no this is the thing we made because we got burned out from working on that other thing. It’s called Space Junk!

space_1

Space Junk is a simple color matching puzzle game, except with some added bits that make it less simple. Here’s the setup: The world is so full of litter and pollution, spilling into cities and with nowhere to go, that the only solution to keep the planet clean is to launch all the garbage into space in big ol’ color coded containment units. Once they’re in space, they’ve got to be disintegrated of course, and science decrees that matching three of the same containment unit ignites a thing that fuses with another thing and then magic! Disintegration! Trouble is, the world needs a brave volunteer to fly around space, endlessly collecting all this garbage and arranging it in matches. That brave soul is YOU, naturally.

space_2

To play, you navigate your ship around and as you come into contact with waywardly floating junk, you collect it and can fire it at a neat little bank in the lower left of the play field where you’ll make all your matches. Clear the bank of junk, and you beat the level and move on to the next. As the levels progress, the amount of junk increases. If time runs out, it’s game over.

Now you might find yourself asking, “Well that’s all fine and well, guys, but where do I actually play the darn thing?” Head on down to http://wediditgames.itch.io/space-junk, and you can play the game absolutely free. That’s right, FREE! The download link will kindly ask you for a donation if you’re so inclined, but a few pennies shouldn’t be the thing to come between you and the enjoyment we want to give you. But hey, if you’re feeling particularly giving, don’t let me stop you!

Thanks for playing, loyal supporters. And good luck out there!

Categories: Development, Site News, Space Junk


posted by on October 23rd, 2014   |   0 comments

Hello internets! Wayne here. While I’m in the middle of putting together this here Powerpoint, I thought I’d let you know I’m flying out to Austin over the weekend to take part in a panel discussion about indie game design at Captivate Conference. More info HERE! The panel will be on Sunday, 1:00pm at Highland Mall. From what I understand, there’s the opportunity to present visuals, so I’m preparing a special Powerpoint presentation just in case it’s needed. Here’s a sneak preview image:

I’ll also have fancy new business cards on hand. As always, there’s too many for one man, so take a pile! Wish me luck.

Oh, what? The game we’re working on? Oh yeah yeah, it’s fine. Gabe is leveling up in programming XP, and meanwhile I’m building up a stockpile of art assets to have ready for when he reaches the level cap. Isn’t that how everything works nowadays? Levels and XPs and such?

Categories: Uncategorized


posted by on July 1st, 2014   |   0 comments

Greetings, digital travelers! Tis I, the guy you haven’t heard from in a while. While it’s true I’ve taken to favoring getting my art on for Chris Cannon as opposed to expressing myself with words, I just couldn’t keep away from you forever. You’re just so irresistible. But also I wanted to inform you of a little interview conducted by our pals over at Skyo. Just have yourself a merry little click right HERE!

Alright, chums. Back to making magic.

Categories: Buried Alive, Development, Site News


posted by on November 20th, 2012   |   3 comments

Greetings and salutations, all! It is I, the one who seldom speaks, but when he does what echoes forth shatters your very being. Is your being shattered yet? Just give it a minute. I haven’t worked out all the bugs yet.

But enough tomfoolery, on to the news! Really, all I have for you is that one project we didn’t talk about but then decided to put on hold to work on another project is now back to the being the project we’re working on, making that other project now the one that’s on hold. Got it? What this all amounts to is a debate between dear Gabe and I on what is really more important and of interest to us. On the one side is the overly ambitious project, full of fun ideas but something that will very well take us years to put together. The other side is something more manageable in scope that we can knock out in a year, but that perhaps isn’t as exciting as that one big dream.

After prototyping both ideas, going on hiatus for a while, messing around with other creative endeavors and generally washing off all that yucky burned out feeling, Gabe and I made the decision to jump back to that big dream project. We know that if the idea is awesome enough (and I assure you it very much is), we’ll see it through no matter the time it takes. Expect more frequent updates here and there as we have things to show. As opposed to our last two projects, we want to make the development of this one a little more public, sharing bits of progress as they unfold.

Alright pals, we’ve got a game to make and you’ve got a digestive system to condition. Happy Thanksgiving!

Categories: Development


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