2015 recap, in March (why not)
Launch year for Planet of the Eyes was massive for us, not only because it's like sending a bit of yourself into the world after months and months of intense work, but also for the response that we've had which has far exceeded our expectations, in a good way of course.
Pop the champagne!
Here are some highlights pre and post-launch:
A great review on Dorkshelf
4/5 from Hardcore Gamer
Launch Day Party with TheGreatGQ!
Showing Planet of the Eyes at the Indie MEGABOOTH, and getting an interview on Kotaku
Ep #1 of the Brewelist podcast, pairing indie games and craft beer (genius idea).
Started from the bottom
In November, Planet of the Eyes was a finalist for "Best Indie Game" at the Canadian Videogame Awards. We were firstly, pretty shocked, then excited, and then honoured to be nominated in this category. We really dove into the deep end with this game, having to navigate our way through the challenges of game development with a team of two, and really balance the whole production, bizdev and marketing process all at once. At the end of the night, Klei took the win with Invisible Inc. (congrats!) and we had a blast at the awards.
Designing the Robot
Our most popular post in 2015 was when we blogged about our process of creating the robot in Planet of the Eyes, one of the first to be featured on the Made with Unity website. Since we get a lot out of process posts from fellow devs, we thought it fair to share a bit of our own. Also, in case you missed it, here is another technical post by Martin about the 2.5 D process we took with level design and the audio implementation.
All in all, it was an immensely satisfying year for us at Cococucumber co. Though we're well into 2016 and have started production on our new (unannounced) game, it was a blast to share our game development journey with you on Planet of the Eyes.
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