The Company

  • How do we save replays?

    Why save replays? I’ve personally spent a ton of time watching people play The Binding of Isaac (and a good many other games) on youTube, so I have a lot of fondness for the Let’s Play community.  Eyes Open is a short game meant to be replayed multiple times in a row, and in my opinion ...
  • Why does our GUI look and act the way it does?

    Two quick sections today just to follow up from the previous GUI post.  We’re still talking about the user interface, so I just want to show our reasoning behind some smaller decisions. Why is our GUI in distinct sections instead of a single bar? This is something that you find a lot in games like Legend of ...
  • How did we choose our Kickstarter reward tiers?

    How are and were the tiers structured? In the last marketing post, I used the phrase “openness is our currency”.  The gist of the phrase was that since we don’t have a huge number of credentials to offer or to inspire you to back our project with, we were focusing on honesty and large amounts of ...
  • Making intelligent bugs

    The bugs you’ve seen crawling out of the walls in the Kickstarter video aren’t by any stretch the only creatures you’ll be running into in Eyes Open, but they’re interesting enough on their own to warrant talking about.  Today’s post is all about monster AI and what goes on inside their brains. What exactly is a ...
  • Why do we have a GUI?

    The original Eyes Open was deliberately GUI free – we included a single number telling you how far you’d progressed in the game, but the thought was always that as soon as we switched out of an arcade-style prototype to real maps, we’d remove that as well. We were looking for an experience that was ...