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	<title>Strawdog Studios &#187; Development</title>
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	<link>http://www.strawdogstudios.com</link>
	<description>Games in the making</description>
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		<title>Strawdog Studios Blog &#8211; From The Archives</title>
		<link>http://www.strawdogstudios.com/content/1096</link>
		<comments>http://www.strawdogstudios.com/content/1096#comments</comments>
		<pubDate>Sun, 09 Oct 2011 15:05:29 +0000</pubDate>
		<dc:creator>newsletter</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Strawdog Blog]]></category>
		<category><![CDATA[archives]]></category>
		<category><![CDATA[bugs of war]]></category>
		<category><![CDATA[playstation]]></category>
		<category><![CDATA[the bugs are coming]]></category>

		<guid isPermaLink="false">http://www.strawdogstudios.com/?p=1096</guid>
		<description><![CDATA[This month’s archive looks at a great game we designed back in 2003!
Originally for the Playstation 2, it was something that we used to showcase our &#8220;supern&#8221; design and   development skills   .  &#8216;Bugs of War&#8217; is a game we&#8217;ve been  enthusiastic about right from its conception and we&#8217;re actually currently [...]]]></description>
			<content:encoded><![CDATA[<p>This month’s archive looks at a great game we designed back in 2003!</p>
<p>Originally for the Playstation 2, it was something that we used to showcase our &#8220;supern&#8221; design and   development skills <img src='http://www.strawdogstudios.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  .  &#8216;Bugs of War&#8217; is a game we&#8217;ve been  enthusiastic about right from its conception and we&#8217;re actually currently starting another  round  of pre-production with the aim of bringing the game to market next  year.</p>
<p>So here&#8217;s what the game&#8217;s all about: “The Bugs Are Coming” &#8211; FACT!  Starting off as insects,  our game subjects&#8217; DNA has  been re-engineered to create the world’s first  biological control and  eradication team.  Their small size means they  can  reach the heart of any outbreak and destroy it with shocking efficiency.   And the aim; to wipe out the enemy  hordes!  Brilliant1</p>
<p>Why   not take a look at the visual demo of &#8216;Bugs of War&#8217; via the Strawdog YouTube   channel, <a title="blocked::http://www.youtube.com/watch?v=q84eXb56YxM" href="http://www.youtube.com/watch?v=q84eXb56YxM">here!</a></p>
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		<title>Latest News From Strawdog</title>
		<link>http://www.strawdogstudios.com/content/1072</link>
		<comments>http://www.strawdogstudios.com/content/1072#comments</comments>
		<pubDate>Tue, 06 Sep 2011 10:41:03 +0000</pubDate>
		<dc:creator>newsletter</dc:creator>
				<category><![CDATA[Strawdog Blog]]></category>

		<guid isPermaLink="false">http://www.strawdogstudios.com/?p=1072</guid>
		<description><![CDATA[Welcome back to our blog and we have heaps of new and exciting news to convey!
We&#8217;ve expanded and moved!  No longer are we at the lovely iD Centre.  We&#8217;ve moved to the other side of our fair city of Derby and now reside in the penthouse of Friar Gate Studios, a superb haven for creative [...]]]></description>
			<content:encoded><![CDATA[<p>Welcome back to our blog and we have heaps of new and exciting news to convey!</p>
<p>We&#8217;ve expanded and moved!  No longer are we at the lovely iD Centre.  We&#8217;ve moved to the other side of our fair city of Derby and now reside in the penthouse of Friar Gate Studios, a superb haven for creative businesses.</p>
<p>Our Peppa Pig game, “<a href="http://itunes.apple.com/gb/app/peppa-pigs-party-time/id451791697?mt=8" target="_blank">Peppa’s Party</a>” hit the iPad and we&#8217;re elated to see it take the #1 paid apps slot!  We also launched Peppa   Pig  “<a href="http://www.p2games.co.uk/peppa-pig-theme-park-fun/" target="_blank">Theme Park Fun</a>”  in March on the DS, which went down a real storm, gaining some great reviews.  Luckily, it came out in time for the grand opening of “Peppa Pig World” at Paultons Park.  We were lucky enough to receive free tickets and had a really great time.</p>
<p>To learn more about a number of exciting ;rojects we have in the pipeline, why not check out our latest newsletter which you can read <a href="http://www.strawdogstudios.com/newsletter/0811/strawdog_newsletter_08.11.html">here</a>!</p>
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		<title>From The Strawdog Archive</title>
		<link>http://www.strawdogstudios.com/content/1027</link>
		<comments>http://www.strawdogstudios.com/content/1027#comments</comments>
		<pubDate>Thu, 17 Mar 2011 18:31:42 +0000</pubDate>
		<dc:creator>newsletter</dc:creator>
				<category><![CDATA[Strawdog Blog]]></category>

		<guid isPermaLink="false">http://www.strawdogstudios.com/?p=1027</guid>
		<description><![CDATA[Many years ago, not long after Strawdog started up, we had an idea on a piece of paper for a game that had cubes, grids, pellets and powerballs, but we weren’t sure how it would work as a game, or what to call it. To remedy that, we made a short movie clip (something we [...]]]></description>
			<content:encoded><![CDATA[<p>Many years ago, not long after Strawdog started up, we had an idea on a piece of paper for a game that had cubes, grids, pellets and powerballs, but we weren’t sure how it would work as a game, or what to call it. To remedy that, we made a short movie clip (something we do all the time now) with all our ideas chucked into the pot to simulate how the game might look.</p>
<p>The rest, as they say, is history – this little cube game idea soon became “Cuball”, then renamed to “Ora”, and was finally released on Xbox 360 Live Arcade, PlayStation3, Wii, iPhone, iPad and the Samsung App Store as “Geon”!</p>
<p>You can enjoy this clip of our prototype movie, as well as other Geon promos on our <a href="http://www.youtube.com/user/strawdogstudios">YouTube channel</a> &#8211; <a href="http://www.youtube.com/watch?v=yDnd5htG6HI">Click Here!</a></p>
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		<title>Team Focus &#8211; James Curran</title>
		<link>http://www.strawdogstudios.com/content/1023</link>
		<comments>http://www.strawdogstudios.com/content/1023#comments</comments>
		<pubDate>Tue, 08 Mar 2011 17:11:49 +0000</pubDate>
		<dc:creator>newsletter</dc:creator>
				<category><![CDATA[Strawdog Blog]]></category>
		<category><![CDATA[after effects]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[james curran]]></category>
		<category><![CDATA[lead artist]]></category>
		<category><![CDATA[nintendo]]></category>
		<category><![CDATA[peppa pig]]></category>
		<category><![CDATA[super mario world]]></category>
		<category><![CDATA[theme park fun]]></category>

		<guid isPermaLink="false">http://www.strawdogstudios.com/?p=1023</guid>
		<description><![CDATA[We&#8217;ve some truly outstanding team members here at Strawdog Studios who all contribute a great deal of expertise, time and effort.  That&#8217;s what makes our games as good as they are!  
This month we say hi to James Curran, Lead Artist and Animator since 2005.  Most of James&#8217; work recently has been focused on our Peppa Pig games for iPhone and [...]]]></description>
			<content:encoded><![CDATA[<p>We&#8217;ve some truly outstanding team members here at Strawdog Studios who all contribute a great deal of expertise, time and effort.  That&#8217;s what makes our games as good as they are!  </p>
<p>This month we say hi to James Curran, Lead Artist and Animator since 2005.  Most of James&#8217; work recently has been focused on our Peppa Pig games for iPhone and the Nintendo DS ‘Theme Park Fun’, for which he produced all of the art and animation.</p>
<p>We asked James a few questions on his work, opinions and views&#8230;</p>
<p><strong>What are your special skills?</strong> Most of my work is done in After Effects and we developed a script to export art and animation from AE for use in our games. Initially, this was just used for user interface design, but was later developed to allow art for entire games to be created in After Effects, as with Peppa Pig.</p>
<p><strong>What do you think the year ahead holds in store for the industry?</strong> Digital downloads will continue to grow as more platforms are released this year, such as the Nintendo 3DS, Sony NGP, and Xperia Play. I think browser-based gaming will also be a big development over the next year giving people instant access to gaming, making it more accessible to a wider audience.</p>
<p><strong>Your favourite game of all time?</strong> Super Mario World. I grew up playing platformers and this is still my favourite! <strong></strong> Be a perfectionist. If you think something can be improved, then always take the time to improve it. If you aren’t happy with your work then other people probably won’t be either!</p>
<p><strong>Your top tip for success?</strong></p>
<p>A top Strawdog team member for sure.  Thanks James!</p>
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		<title>Strawdog Partners With Turbulenz</title>
		<link>http://www.strawdogstudios.com/content/1020</link>
		<comments>http://www.strawdogstudios.com/content/1020#comments</comments>
		<pubDate>Tue, 01 Mar 2011 22:43:28 +0000</pubDate>
		<dc:creator>newsletter</dc:creator>
				<category><![CDATA[Strawdog Blog]]></category>

		<guid isPermaLink="false">http://www.strawdogstudios.com/?p=1020</guid>
		<description><![CDATA[Strawdog Studios has recently partnered up with Turbulenz, a superb platform that will enable us to publish and sell all of our games in a browser format, opening us up to a much wider online gaming market.
Turbulenz is suitable for casual and AAA games.  It requires no binary download and no install.  The best bits [...]]]></description>
			<content:encoded><![CDATA[<p>Strawdog Studios has recently partnered up with <a href="http://news.turbulenz.com/post/2623110442/leading-uk-game-developer-strawdog-studios-signs-up?utm_source=Turbulenz+Limited+List&amp;utm_campaign=fffd2ca76d-Newsletter+January+2011&amp;utm_medium=email" target="_blank">Turbulenz</a>, a superb platform that will enable us to publish and sell all of our games in a browser format, opening us up to a much wider online gaming market.</p>
<p>Turbulenz is suitable for casual and AAA games.  It requires no binary download and no install.  The best bits are that gamers play directly in the browser and games can be sold virtually anywhere on the web!</p>
<p>We&#8217;re really chuffed to be working with Turbulenz and looking forward to taking our already successful arcade style game <a href="http://www.strawdogstudios.com/games/spaceark">Space Ark</a> directly to a potential audience of 500 million gamers!</p>
<p>For more information and to talk to a member of our friendly team, <a href="/contact" target="_self">click here</a>.</p>
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		<title>Strawdog Off To Games Developers Conference</title>
		<link>http://www.strawdogstudios.com/content/1017</link>
		<comments>http://www.strawdogstudios.com/content/1017#comments</comments>
		<pubDate>Wed, 23 Feb 2011 20:26:31 +0000</pubDate>
		<dc:creator>newsletter</dc:creator>
				<category><![CDATA[Strawdog Blog]]></category>
		<category><![CDATA[games development conference]]></category>
		<category><![CDATA[gdc]]></category>
		<category><![CDATA[Geon]]></category>
		<category><![CDATA[happy mrs chicken]]></category>
		<category><![CDATA[peppa pig]]></category>
		<category><![CDATA[polly parrot]]></category>
		<category><![CDATA[spake ark]]></category>

		<guid isPermaLink="false">http://www.strawdogstudios.com/?p=1017</guid>
		<description><![CDATA[We&#8217;re off to GDC, the Games Developers Conference in San Fran!  Running from 28th Feb to March 4th we&#8217;ll be demonstarting our latest technology and portfolio.  We&#8217;re really open to meetings and so if you&#8217;d like to book a slot with us, please get in touch!
We&#8217;re also celebrating a very momentus past year which saw [...]]]></description>
			<content:encoded><![CDATA[<p>We&#8217;re off to GDC, the Games Developers Conference in San Fran!  Running from 28th Feb to March 4th we&#8217;ll be demonstarting our latest technology and portfolio.  We&#8217;re really open to meetings and so if you&#8217;d like to book a slot with us, please <a href="mailto:paul.smith@strawdogstudios.com?SUBJECT=GDC Meeting">get in touch</a>!</p>
<p>We&#8217;re also celebrating a very momentus past year which saw us self publish our successful multi-level Xbox 360 Live Arcade game; <a href="http://www.strawdogstudios.com/games/spaceark">Space Ark</a>. We released <a href="http://www.strawdogstudios.com/games/geon">Geon</a> on the iPad and our two <a href="http://www.p2games.co.uk/" target="_blank">Peppa Pig</a> <a href="http://www.p2games.co.uk/" target="_blank">P2 Games</a>; Happy Mrs Chicken and Polly Parrot, currently top the UK kids&#8217; AppStore charts!</p>
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		<title>Tea, meet keyboard.</title>
		<link>http://www.strawdogstudios.com/content/802</link>
		<comments>http://www.strawdogstudios.com/content/802#comments</comments>
		<pubDate>Thu, 01 Oct 2009 19:46:49 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Press]]></category>
		<category><![CDATA[Strawdog Blog]]></category>

		<guid isPermaLink="false">http://www.strawdogstudios.com/?p=802</guid>
		<description><![CDATA[Often times it takes a bad game to show a journalist&#8217;s true literary skills. Great games tend to write their own reviews, they command you to write about the same excellent features that everyone else is writing about. Bad games on the other hand allow journalists the freedom to exercise their creativity. It takes real [...]]]></description>
			<content:encoded><![CDATA[<p>Often times it takes a bad game to show a journalist&#8217;s true literary skills. Great games tend to write their own reviews, they command you to write about the same excellent features that everyone else is writing about. Bad games on the other hand allow journalists the freedom to exercise their creativity. It takes real skill to slice hundreds of wafer thin strips of flesh from the still living (and writhing) body of a game without killing it. The deserved victim should suffer until the very end of the review if the reader is to understand the full depth of its awfulness. As a prime example I give you <span>Quintin Smith&#8217;s review of WET </span><a title="WET review, wet keyboard." href="http://videosgames.wordpress.com/2009/09/25/wet-review/" target="_self">http://videosgames.wordpress.com/2009/09/25/wet-review/</a></p>
<p><em>&#8220;All told, Wet is a man who vomits on you on the bus and doesn’t even say sorry.&#8221;</em></p>
<p>Obviously as a developer I feel for the guys who worked to make the game. I know only too well how many factors outside of the developers control can result in a game failing to meet its design goals. Having said that, gamers do need to know and if you are going to put yourself/your game out there you need to take the resulting knocks.</p>
<p>I don&#8217;t think I have enjoyed a review quite as much since the 1992 release of Domark&#8217;s AV8B Harrier Assault for Amiga (developed by Simis). After all these years most of it is long forgotten but the line in the review which bemoaned the slow frame rate is forever burned into my mind&#8230;</p>
<p><em>&#8220;If i chopped my legs off and nailed the stumps to the floor, I could still run round the block faster than this game.&#8221;</em></p>
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		<title>Space Ark &#8211; It&#8217;s a fruit frenzy</title>
		<link>http://www.strawdogstudios.com/content/776</link>
		<comments>http://www.strawdogstudios.com/content/776#comments</comments>
		<pubDate>Thu, 01 Oct 2009 19:13:05 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Space Ark]]></category>
		<category><![CDATA[XBLA]]></category>

		<guid isPermaLink="false">http://www.strawdogstudios.com/?p=776</guid>
		<description><![CDATA[We couldn&#8217;t do a reboot of the 80s arcade genre without fruit bonuses &#8211; lots and lots of fruit bonuses. But the fruit in Space Ark does more than just give you bonus points because the key to a good arcade game is depth within simplicity. You get fruit as a bonus for creating Combos [...]]]></description>
			<content:encoded><![CDATA[<p>We couldn&#8217;t do a reboot of the 80s arcade genre without fruit bonuses &#8211; lots and lots of fruit bonuses. But the fruit in Space Ark does more than just give you bonus points because the key to a good arcade game is depth within simplicity. You get fruit as a bonus for creating Combos and collecting the fruit gives you points &#8211; simple. But fruit also increases your power meter (show on the left of the screen in this screen shot).</p>
<p><a href="http://www.strawdogstudios.com/wp-content/uploads/2009/05/Ice018.jpg" rel="lightbox[776]"><img class="alignright size-thumbnail wp-image-751" title="Ice018" src="http://www.strawdogstudios.com/wp-content/uploads/2009/05/Ice018-300x168.jpg" alt="Ice018" width="300" height="168" /></a>The meter has multiple levels and each level you reach multiplies the points you get from collecting DNA, combos and any lives remaining at the end of a level. This means that fruit has an impact on every other scoring element of the game and is an essential part of your Space Ark game play strategy if you want to achieve mega high scores.</p>
<p>But beware &#8211; gravity is a harsh mistress. The good work you do collecting fruit can be undone if you let your Arkonaut hit the ground. The level meter will drop one level every time you drop your Arkonaut (and you will lose one life as well.)</p>
<p>Previous Space Ark design posts:<br />
<a title="Space Ark - introducing combos" href="http://www.strawdogstudios.com/content/761" target="_self">Space Ark &#8211; Introducing combos</a></p>
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		<title>Space Ark &#8211; Introducing combos</title>
		<link>http://www.strawdogstudios.com/content/761</link>
		<comments>http://www.strawdogstudios.com/content/761#comments</comments>
		<pubDate>Mon, 21 Sep 2009 18:16:46 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Space Ark]]></category>
		<category><![CDATA[XBLA]]></category>

		<guid isPermaLink="false">http://www.strawdogstudios.com/?p=761</guid>
		<description><![CDATA[The concept we started with for Space Ark was simple. We want to bounce something into the air in order to collect stuff. What do we want to bounce? Cute characters &#8211; gotta be cute characters cos all decent arcade games have them. What are the characters collecting? Coloured bricks containing DNA that will be [...]]]></description>
			<content:encoded><![CDATA[<p>The concept we started with for <strong>Space Ark</strong> was simple. We want to bounce something into the air in order to collect stuff. What do we want to bounce? Cute characters &#8211; gotta be cute characters cos all decent arcade games have them. What are the characters collecting? <span style="color: #008000;">C</span><span style="color: #ff6600;">o</span><span style="color: #ff0000;">l</span><span style="color: #ff00ff;">o</span><span style="color: #0000ff;">u</span><span style="color: #800080;">r</span><span style="color: #800000;">e</span><span style="color: #99cc00;">d</span> bricks containing DNA that will be used to repair damaged planets. Now bouncing and collecting alone don&#8217;t make for a really fun game &#8211; a great arcade game needs a simple core concept but it also need other things layered on top of that concept to make it fun. A big part of the fun in game development is trying out different things to see what works and the real pleasure is when something you try suddenly transforms the game. That is what happened when we introduced Combos.</p>
<p>Originally you just needed to collect all the bricks in a level to complete the level. It was fun and cute but there was something missing. There was no on-going challenge during the level. This is where the Combo feature came in. Space Ark levels have rows of coloured bricks. Collecting three or more of the same coloured bricks in a row generates a Combo and every level has a minimum combo score necessary to complete it.</p>
<p><a href="http://www.strawdogstudios.com/wp-content/uploads/2009/05/Ice018.jpg" rel="lightbox[761]"><img class="size-thumbnail wp-image-751 alignleft" style="margin-left: 8px; margin-right: 8px;" title="Ice018" src="http://www.strawdogstudios.com/wp-content/uploads/2009/05/Ice018-300x168.jpg" alt="Ice018" width="300" height="168" /></a>Like the bouncing and collecting this Combo system is very simple but of course we have added more depth to make it challenging and fun. Firstly there is a reward for generating Combos (in addition to you being able to complete the level). Each level of Combo (3, 4, 5, 6, 7, 8&#8230;. upwards) that you create generates a different bonus fruit. Collecting the fruit fills your power meter, which in turn multiplies your score. This means that if you want to generate a really big high score you need to try and collect as much fruit as possible rather than just focusing on collecting the bricks. Secondly you have to keep bouncing your character (your Arkonaut) without dropping them. If your Arkonaut hits the ground they drop the combos (rather like losing rings in Sonic) and you have to try to recover them before they drift off screen. The result is much more entertaining game play as you are both challenged to meet your combo quota and rewarded as you do so.</p>
<p>At the moment we have a couple of bugs in the Combo system. If you look at the screen shots you can see the Combo trail (the line of numbers) following behind the Penguin. For some reason they keep disappearing or randomly appearing on screen in odd positions. Gotta keep testing to find out what is happening so the guys can fix it. Will try to pop back soon to talk about the level designs.</p>
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		<title>Testing Space Ark</title>
		<link>http://www.strawdogstudios.com/content/715</link>
		<comments>http://www.strawdogstudios.com/content/715#comments</comments>
		<pubDate>Wed, 19 Aug 2009 06:36:18 +0000</pubDate>
		<dc:creator>Dan</dc:creator>
				<category><![CDATA[Bugs]]></category>
		<category><![CDATA[Development]]></category>

		<guid isPermaLink="false">http://www.strawdogstudios.com/?p=715</guid>
		<description><![CDATA[Spent the last two days doing more bug testing on Space Ark and have been pleased to find how well it is holding up. I&#8217;m not finding as many bugs as expected (the bug count has only gone up by about 10) which is a sign of how stable the code is. There are the [...]]]></description>
			<content:encoded><![CDATA[<p>Spent the last two days doing more bug testing on Space Ark and have been pleased to find how well it is holding up. I&#8217;m not finding as many bugs as expected (the bug count has only gone up by about 10) which is a sign of how stable the code is. There are the usual weird bugs of course, such as Arkonauts getting trapped inside walls, weird animation glitches and levels designs not working due to new features that have changed the game play. Despite that large parts of the game are playable and there aren&#8217;t a whole lot of crash bugs.</p>
<p>I&#8217;m not sure what the level designers have been taking but they are producing really amazing levels now. Challenging but at the same time immense fun to play. Going to have to produce another video soon showing some of the more bizarre levels.</p>
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