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In order to rescue Braid in Blackmoor Mountains, you must obtain the Red Orb and crouch down. After this, a tornado will move you to a different location. This is a reference to Simon's Quest, in which you need to do the exact same thing in order to continue the game.
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The creator of Dust, Dean Dodrill, originally intended to make an animated film simply titled: "An Elysian Tail". At a booth during PAX 2013, he stated: "I originally wanted to make it a film, but then I thought "Let's make something easier, like a video game!""
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At the start of making Dust, Dean Dodrill had little to no experience with Coding, being more of an animator, this became apparent when after coding in all of the Voices and character portraits, a bug was causing the game to show nothing but a black screen during cutscenes. In an interview, Mr Dodrill said: "I broke down crying, it felt like losing a loved one."
However, he also says that on the last day to submit the game, he woke up "seemingly having reprogrammed the entire dialogue system in my dreams, as well as a new way to load all content."
However, he also says that on the last day to submit the game, he woke up "seemingly having reprogrammed the entire dialogue system in my dreams, as well as a new way to load all content."
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During development of Dust, Dean Dodrill submitted early Demo Footage during a convention which caught Microsoft's attention, being impressed with what they saw, they offered a chance to have his game published on the Xbox 360 as an Indie Game. the offer accepted, and had a planned release, but then it changed when Microsoft contacted him stating that he needed it to be finished near around June of that year, or it wouldn't get published onto the Summer of Arcade.
This increased the workload as he was mainly working alone, and also increased time pressure for the voice actors as multiple actors were called in at the same time to reduce the recording time by half to have it all ready.
The extra workload paid off as the game was finished on time, and even got popular enough to be ported to Steam, PS4 and iOS in order with a year apart from each other.
This increased the workload as he was mainly working alone, and also increased time pressure for the voice actors as multiple actors were called in at the same time to reduce the recording time by half to have it all ready.
The extra workload paid off as the game was finished on time, and even got popular enough to be ported to Steam, PS4 and iOS in order with a year apart from each other.
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The PC port of the game was re-worked for PC as Dean Dodrill said on his Twitter, in reply to a tweet from Total Biscuit, saying: "I'm primarily a PC Gamer, so I created the Port that I would be happy with as a PC Gamer."
Other things were changed or added in, such as re-recorded dialogue to note keys as "Attack Buttons" rather than "X" or "Y", along with HUD layout options and various other options that weren't available in the original Xbox Live version.
Other things were changed or added in, such as re-recorded dialogue to note keys as "Attack Buttons" rather than "X" or "Y", along with HUD layout options and various other options that weren't available in the original Xbox Live version.
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"Don't worry, I put her cage in a safe place. If you ever need to find her, just climb up high above the wooden bridge near Denham. And don't try doing that wall-jump move of yours to get to her - you'll fall and break your neck!"
While not signed, if you do go to the bridge in Denham and make your way up, you can rescue Bandage Girl from the Super Meat Boy series, implying that the letter was written by Dr. Fetus and sent to Meat Boy, who is known for wall jumping in his series.
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While the game was in early stages of development, Alex Kain saw early footage of the game and decided to contact its creator Dean Dodrill directly to offer assistance in game's writing. Dean was reluctant at first and gave a small sample of the game's story to which Alex gave feedback on where it could be improved; sometime later Dean took Alex on as an assistant writer for the game.
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After this user emailed HyperDuck SoundWorks sometime in 2020 about their origin and involvement in the game, Chris responded with:
"We spoke to Dean [Dodrill] about the Ducks being in this special room he was making, he brought the idea to us I believe. We were of course totally down with that, and we wrote Glick 16 to go with the club where all the characters gathered to party"
12 Friends club:
https://www.youtube.com/watch?v=2cVQDZ4IuGM
An email this user received from HyperDuck SoundWorks sometime in 2020 after asking them about their origin and involvement in the game:
https://i.imgur.com/JKuPeCJ.png
https://www.youtube.com/watch?v=2cVQDZ4IuGM
An email this user received from HyperDuck SoundWorks sometime in 2020 after asking them about their origin and involvement in the game:
https://i.imgur.com/JKuPeCJ.png
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