This was eventually followed up by a discussion about the possible future of the Ittle Dew series. If a character is featured on the whiteboard enough times, it’s likely we enjoy it enough for it to end up in one of our games. But from that steady flow of random nonsense drawing, a lot of characters and ideas for games are born. It’s usually where a lot of in-jokes are born. Another big factor is the whiteboard in our office: It’s there to be drawn on casually and with no expectations on what will end up there. What usually happens is that something suggested as a joke is liked so much that it ends up becoming a part of the game in the end. Nils: We have a very jokey casual way at the office, joking about things that could happen in the games is very common during production. Who came up with these funny ideas?ĭaniel: Like most things in our games, the humor and silly ideas were a collaborative effort.Īnton: We joke around a lot during development, and if something is funny we just put it in the game. The 3-man team also shared about how they wrote the cheeky humor of the series:ġPrint Games: The various characters that live in the island in Ittle Dew often make puns and jokes. The “wobbly lines” is just a flaw we decided to embrace, because it made animating so much easier! Anton and Nils animated the characters and enemies while I added in-between frames for Ittle in order to double her frame rate.Īnton: We were originally aiming for a pixel style but it didn’t pan out, and in the end we somehow decided to just draw it. What did it take to achieve this in the final version of the game?ĭaniel: A lot of work, basically. The full game was supposed to take place in a single huge castle, but we felt it would be too short so we added the extra dungeons and the overworld as we went along.ġPrint Games: Many gamers and Ludosity fans have praised Ittle Dew for its hand-drawn artwork and animations. The title originates from the joke that the prototype was “not Zelda, but it’ll do” and it had the subtitle “Barely passable adventures”. In particular, they reminisced about the first game’s birth as a mere school project at first, and how its unique artstyle came about:ġPrint Games: First, please share with us how Ittle Dew started out as the game we know today, and how you decided to make it the game’s title and protagonist.ĭaniel: It started as a small school project in 2008, which we used as a prototype for the real game. In a recent interview with 1Print Games, Ittle Dew series developer Ludosity shared new insights on how the series came to be. It looks like fans of the wacky Ittle Dew series can now get a fun peek into the series’ development history, and what’s coming next for Ittle and Tippsie on Nintendo Switch!
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