Jeff Fisher

We’ve been working on ParaLily for almost 3 years, and we’re so excited to announce that our Steam page is now live!!! So be sure to add ParaLily to your Steam wishlist, and help support us by spreading the word! In other news we’ve submitted ParaLily to several conventions for the upcoming months, including MAGFest, Day of the Devs, and IGF. We’ll post updates as we find out whether we get accepted or not. We’ve also scheduled an AMA on Reddit for October 11 at 1 PM ET so stay tuned! Thank you, ParaLily Dev Team Nate & Jeff https://store.steampowered.com/app/1156760/ParaLily          Read More →

What a busy Summer! We had the pleasure to showcase ParaLily at TooManyGames, ReplayFX, and Unity Developer Day in NYC. So let’s talk about all of our awesome experiences from these events. TooManyGames We got to showcase ParaLily at TooManyGames back in June. (Wait June? Wow time flies). And the feedback we received from everyone was fantastic! We met so many people that weekend, and one person Sam, who is part of the Autistic Gaming Initiative, gave us something that boosted our spirits ten fold. Our first official piece of fan art! Thanks again Sam! The rest of the weekend at TooManyGames included two interviews.Read More →

TooManyGames is right around the corner, and we figured it’s about time for an update. To kick things off how about a little science expierment. What do you get when you cross a pig with a bat? Sure you want to know? Hopefully that’s everything you were imagining, and more. These little suckers charge at you with full speed, and for no reason other than to chew your face off. Seriously, they don’t even have bellies! Can’t possibly be that hungry. We had a blast implementing these pig bats, and we can’t wait to get some play tester feedback on this one! We’ve also increasedRead More →

ParaLily Update #4: Improving Level Design with Player Analytics and Heatmaps In our last update we showed a bunch of Player Analytics that we collected from MAGFest including playtime, death variations, levels beaten, etc. Now we’d like to share how we collected, summarized, and utilized all that data to help improve ParaLily. As a two man team we spend a lot of time not only designing and creating ParaLily, but also playing testing, ParaLily. Unfortunately all that testing really skews our perception of difficulty within the game. In order to combat this we have to let people test our game and see for ourselves whereRead More →

ParaLily Update #3: MAGFest Indie Videogame Showcase! We’re still making our way through all the feedback from our busy weekend showcasing ParaLily at the MAGFest Indie Videogame Showcase (MIVS)! There were over 60 games at MIVS this year, and boy were there some good ones! Our booth neighbors were 2D platformer Splitty Robot and a 3D surrealist world torn between dimensions called Desolus. We also got to catch up with our friends from Heavy Key Studios who were showcasing their ninja stealth fighting game Blind Blades, and got to play a hilarious game of DOBOTONE with our friends from Red Essence Games who were showcasingRead More →