PT 2: WE DECIDED TO MAKE THIS GAME IN PARTICULAR

Pretty early on we all seemed to know that we wanted to make a sports game. We’d spent most of the year playing the already-seminal Sportsfriends games over and over and over, and had been talking a lot about how they seemed to herald an emergent genre: local-multiplayer video games that weren’t meant to simulate any specific real-life sports, but still grounded themselves by borrowing the formal qualities of contemporary sport (more on this emergent genre stuff to come in a later post).

We also knew that we wanted to make something funny (see: Pippin BarrBennett Foddy) which is probably what led to the inclusion of fleshy, humanoid tube-monsters? Before we’d settled on any real mechanical structure, it seemed pretty clear that there there was a very strange joy in trying to co-ordinate the movement of a wriggling two-headed worm alongside a friend (heavily informed by Keita Takahashi’s Noby Noby Boy, obviously) that we wanted to capitalise on.

Eventually we decided we’d call the game PUSH ME PULL YOU, and after a lot of design revisions (which we’ll outline later), it’s currently looking like this: