News From Us

From upcoming games to developer blogs, find news about us here.

TBF #16 – My Three Weeks Of Hell: Porting To The Web

The first of a three-part series on porting our custom C++ engine to the web: the plan, the core library upgrades, and why we chose WebGPU over WebGL.

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TBF #15 – Turbo Turn Part 2

This week, we check the implementation details of Turbo Turn. This is the first version to fix and improve the gameplay experience.

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TBF #14 – Turbo Turn Part 1

Players kept spamming clicks to play faster, but our animations actually prevented them from playing. In this blog post, we design the solution to allow a faster system of play.

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TBF #13 – Steam Next Fest

Last week, we played over 20 Steam Next Fest demos. We had tons of fun, so much that we decided to list our favorite finds. We also saw some design mistakes we're making sure Make A Pair avoids.

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How much players we got?

TBF #12 – The Numbers

Over 200 players, 350+ views, and featured on Itch's new & popular page on Day 1. We're back with the numbers, the feedback, and what's coming next for Make a Pair.

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Make a Pair prototype is out now!

TBF #11 – The Prototype Is OUT NOW!

The wait is finally over: Make a Pair is live on itch.io... RIGHT NOW! Go play it, share your thoughts. We want your feedback!

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Save the date!

TBF #10 – The Final Touches

The prototype launch date is finally here. Mark your calendar! We also have a sneark peek at the menu redesigns and card tweaks we did to get the game into presentable shape before it goes live.

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Who are these new cards?

TBF #9 – Art Drop

We just got back from a wild weekend with fellow game devs at Wendake. We are tired, but inspired and armed with a mountain of knowledge to improve the game. In the meantime, check out this week art drop from Janie!

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TBF #8 – Locks are Meant to be Broken

You can now unlock cards! Finish an ascension, obtain new cards and try again. We had the (dis)pleasure of watching playtesters immediately try to break everything. Spoiler alert: they succeeded.

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TBF #7 – Part 2: The Payoff

Last week's texture atlas work is already paying dividends. Deck views with hover effects, slide-in animations, and a brand-new card collection screen.

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TBF #6 – Cards are being Drawn

Drawing a card should be simple in theory. In pratice it's quite different. Discover why rendering cards the barbaric way was a disaster, and the texture atlas solution we built to fix it.

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TBF #5 – Time to Build

The demo is taking shape. This week, card selection between rounds arrives and behind those three choices hides a smarter loot system than you might think.

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TBF #4 – So Much Rage

Cards are angrier than ever. This week, rage mechanics got a serious upgrade: cards can now enrage even when face down, and some cards are built to make the most of it.

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TBF #3 - New Mechanics

This week, we worked on implementing new mechanics into the game to diversify the gameplay experience. We also had one weird bug...

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TBF #2 - Our First Playtest

Happy Easter! In this edition, we discuss how our first round of playtest happened and the feedback we received!

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#1 - Hello World!

Welcome to our first blog post on this website. In this edition, we will discuss what you can expect to read every week.

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