I’m a week late in writing this, but Doggins is in the App Store right now! David and I spent every waking hour finishing it over the past couple of months, and WE DID IT.
Releasing something we’d poured ourselves into for two years was terrifying, but we’ve been overwhelmed by kindness and enthusiasm. Apple generously got in touch to feature us under “Best New Games” right away, press has been almost entirely positive, and we got to see people of all ages enjoy the game at SXSW over the weekend. We also met some really incredible people at the festival: fellow indies, far more talented, who welcomed us new kids right away. Really can’t say enough good things about those guys.
Many have commented that the game is short, as we expected, but they usually follow by saying they weren’t ready for it to end. Though we do hate to hear it said with disappointment, that’s a high compliment to receive on our first game. And really, we kept to the principles that directed our art and puzzles: nothing of excess, nothing wasted. The game ends where the story ends.
I’m already at work on concept art for our next game, which should show up here and on our dev blog from time to time. It isn’t a Doggins sequel, but we suspect he isn’t quite done adventuring.