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 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.


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 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 June 11th, 2014   |   0 comments

Hi friends! And hi random Internet strangers! Yes, you randoms get a friendly hello too. That’s just how we roll here at We Did It Games.

It has been a pretty fast-paced month for us, as we tried to put together a semi-polished “mini-demo” version of Chris Cannon is Buried Alive to submit to IndieCade. The game itself is nowhere near finished, but we do have a handsome little preview version of the game ready to go!

You can download said preview version of the game at the following link. Please just bear in mind that this is a very early version of the game, and we still have a great deal of work to do. That being said, nothing would make us happier than to hear your feedback, both positive and negative, about the game. So if you play it, please take a minute to drop us a line and let us know what we can do to make the final product a better experience for you! Do you want more dialogue? We’ll add it! Do you want Chris to get killed in more ways? We like killing! Do you need someone to feed your fish while you’re out of town? We’ll feed your fish! Just let us know!

Get it for Mac and Windows here:
Buried Alive Public Demo

We are also excited to announce that we have begun working with composer David Levy for the game’s soundtrack, and we couldn’t be more excited about what he will undoubtedly bring to the game. Check out his first contribution to the game here (and then be sure to check out the rest of his music):
Buried Alive: Dirt World, Track 1

Anyway, that’s about it for now. After the end of this week, we are going to take a much-needed couple of days off and probably play an embarrassing amount of Mario Kart 8 while we get our heads back on straight. Thanks for reading, and stay tuned for more news soon!

Categories: Buried Alive, Development

posted by on May 17th, 2014   |   0 comments

Hello world! It is, of course, “Screenshot Saturday” in the game development world, so it seems like a fitting time to drop an update all up in this. We posted on the SSS thread on Reddit, which you can read here (because I know you’re dying to see it).

It has been a busy month (holy crap, how times flies) since we posted our first trailer. We decided we would submit the game to IndieCade, although since we didn’t have time to get it ready for the first deadline, we are being “those guys” and paying the late submission fee.

So there’s that; we have been scrambling to finish up the few things needed to get the game into a presentable state. That includes getting audio into the game. Um… All of the audio. It literally didn’t have any audio at all this time last month, so we have been recording dialogue, designing sounds, talking to composers, and writing sound/music management code. So kids, heed this advice: add sound effects to your game as you go. Doing it all at once is a huge pain. (To be fair, though, we are putting some extra effort into making sure the sounds are really good.)

The good news is that the game has almost all of the sound effects we need to make it fitting for the submission, and it has really improved the game quite a bit. We are still talking to composers, but I think we should have something sorted out pretty soon. Unfortunately, probably not in time for the IndieCade submission, so we will most likely have to rely on place-holder music for now.

We are hoping to put together an updated game-play video sometime soon to show some of the new goodies, so hopefully we will have something exciting for you very soon. Stay tuned!

Categories: Buried Alive, Development

posted by on April 18th, 2014   |   0 comments

Hello friends. We Did It Games is proud to officially announce our next game: Chris Cannon is Buried Alive! (Or just Buried Alive, if you’re into the whole brevity thing.)

First things first, why don’t you go ahead and get all hot and bothered while you check out the game’s first trailer. Now this is going to be a bit of a joint blog post here, so we will let you know who is speaking when.

Hi guys. As I mentioned in my post last month, we have been working on Buried Alive fairly heavily for a few months now, so we have quite a bit finished already. We are going to be posting fairly regular blog posts to keep you up to date on everything, and to show you what the game has going on.

All of that being said, we still have a great deal of work ahead of us, so at this point, we cannot even estimate a release date. This is a much bigger project than our previous two outings, and the best we can say is that it will be done when it’s done. We’re not going to rush it and release a game that isn’t perfect, so it will definitely take some time. We just hope that once it is finished, you will agree with us that it was worth the wait. (For anyone interested in tech specs, I will do another post in the near future just kind of outlining all of that good stuff.)

Also: mad props to Wayne for putting together a most excellent announcement trailer!

Whoa! We did it! We made it to announcement day! Thanks, Gabe for kicking this party off right, and thanks loyal listeners for your ears full of hearing and hearts full of blood. Blood sure is useful. But this isn’t radio. It’s a blog! Well you still need blood for reading so, man I don’t know where this is going at all. It’s 2am and I don’t feel like sleeping. Let’s try this again.

Whoa man look at that fancy promotional art! That there is Chris Cannon. He’s found himself in quite the dilemma. For some cruel and super-secret reason he’s buried deep underground with just a shovel and an odd choice of garments to aid him. One of those things is useful for concealing nudity most of the time. The other is useful for finding a way out of this mess. Will Chris find a way out? Will he discover the truth about his subterranean imprisonment? Will he survive the odd, dangerous and sometimes just plain silly horrors that lurk far below where good sensible folk like you and I dare tread? I suppose we’ll find out when Chris Cannon is Buried Alive! releases someday!

Stay tuned here and on all of the social media usual suspects for more info!

Categories: Buried Alive, Development, Site News

posted by on March 9th, 2014   |   1 comments

Friends, colleagues, distinguished members of the press: to you we say, “Hello!” There has been some speculation afoot as of late, and we are here today to put an end to it. For the last few weeks, we have been sciencing rather diligently to make sure there could be no doubt, and we think our results more or less speak for themselves. The following observations have been confirmed in the laboratory:

  • Wayne and I both respond to external stimuli; flashlight in the pupils, little rubber hammer to the knee, and all that good stuff.
  • Our hearts beat at regular intervals, supplying a steady flow of blood to all of our vital organs and tissues.
  • We require food and water everyday, which our bodies metabolize and use as energy to remain functional (it’s really cool).
  • When given a series of simple logic questions, we aced them with flying colors (the surgeon is the kid’s mother, duh!).

So it is with great pride that we are here today to announce the following:
Our best scientists all agree that yes, we are in fact still alive!

Okay, seriously though: there is no doubt that 2013 was kind of an “off-year” for WeDIG. We discussed a lot of ideas and worked up a couple small prototypes, but for the most part, Wayne and I became occupied with our own projects that were not directly related to game development, and WeDIG kind of took a back seat for a while.

The good news, however, is that said other projects are out of the way, and for the last couple months we have been working very hard on our new project. It is coming along handsomely, and while there is still a hell of a lot of work ahead of us, we felt it was time to resuscitate this website of ours with some good news.

We still need just a little bit more time before we are ready to reveal anything specific about the project, but it will be coming very soon! After that point, we will be posting fairly regular updates to keep everyone informed about the game’s progress. In the meantime, just continue telling all of your friends how great we are (we all know you have been doing it all this time anyway). Talk to you soon!

Categories: 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 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