We Did It Games
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 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 1st, 2011   |   0 comments

Greetings, all ye who have wandered into the chilling, electronic abyss that is the WeDIG Blog. Welcome to Day 1.

First, the most important part of today. Head on over to the Games dungeon and check out our very first foray into digital pacification, Path-o-Gen. This is a project that started with a rad pal of mine who has since gone on to being a stalker of shadows, unseen and in constant avoidance of all things social and internet. Thanks to her for getting me started on this crazy adventure, and an additional thanks wherever she may be for the wee beginnings of Path-o-Gen that I couldn’t not flesh out to something medium-rare and tasty. But enough with the past.

In the coming whenevers I or my co-pilot Gabe here (Gabe being the immortal demigod that took programming/awesoming reigns since the reigns were needing taking) may touch upon the rest of the soon-to-be contributions to binary composed madness that get thrown about this place like buzz saws from a grav gun, but until then know that we’re mostly human, we love games and we’re passionate as all cold hell about making awesome things for everyone to enjoy (unless those someones don’t like cute and sometimes very offensive things). We’ve got several ideas in the works, I’m keeping a secret log of all the next bits to fling your way and you’ll likely see the next thing hit the Apple App Store I’m guessing sometime before the end of the year, but hey if we get more mice in wheels we could have something late Summerish.  I suppose it all depends on how much snacks I’ve procured for those crazy locked-in-house stints of genius that I hear about so often from gabby squirrels in passing.

We Did It Games Gabby Squirrel

Thank you all for visiting, feel free to drop a comment and it’s ok to be rude s’long as it’s not directed personally at me (Though we do reserve the right to edit your comments into something flowery and nicer when desired). Have fun and give us a crapton of feedback, damnit! Special awesome thanks to Gabe for his continued dedication to ass kicking and Jesse Barabe for his melodious alchemy.

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