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Full Bore v1.1 is here: Gamepad & Save Slot update!

By admin On October 2, 2013 · 3 Comments

The latest version of Full Bore is now available on the Humble Library and Desura.
This new version adds some often-requested features and a few difficulty tweaks:

All versions of the game now support XBOX gamepads.
Try using the triggers to climb up blocks! There’s now a title screen that lets you manage […]

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Announcing Full Bore: The First Dig

By admin On September 4, 2013 · 1 Comment

Digging boar enthusiasts rejoice! After two long years in the mines, Whole Hog Games is proud to announce Full Bore: The First Dig. This early release, clocking in at over 8 hours of puzzle adventure is, in fact, the finished first half of the complete game!

Even better, all Full Bore pre-order customers, […]

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Lighting a 2D Game

By Casey Carlin On June 7, 2013 · 12 Comments

Early in Full Bore’s development, we thought that we had painted ourselves in to a corner visually. We had a look that we liked, but the clean easy-to-read block visuals that we favored while making an arcade game quickly became boring to look at when transplanted into open world. Locations were in danger of looking […]

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Contrast in Game Design

By Finn On December 23, 2012 · 5 Comments

One of the primary tools of visual design is value. “Contrast is the meaning of life” was a constant refrain of John Clapp, one of my Illustration professors at San Jose State. Contrast is any difference between one thing and another. Any difference. Humans are good at noticing differences, but our brains get confused when […]

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    • Announcing Full Bore: The First Dig
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