I co-founded a small indie game development studio called Endgame Studios, and our flagship product was Fractured Soul – it's like Mega Man except played across two screens at once.
The idea for Fractured Soul came to us with the announcement of the Nintendo DS in 2004. Nick and I had been playing Ikaruga on the GameCube, and the duality nature of it made a natural fit for a dual screen console like Nintendo DS. Given our experience with making and playing platform games, we wondered whether a duality platformer could work. We threw together a very simple prototype and we knew we were onto something.
From that concept, it took almost 8 years for the full game to finally see the light of day in late 2012. Kotaku published an article about the almost decade long struggle to get the game out there.
Originally developed for Nintendo DS, it eventually first launched on Nintendo 3DS eShop in 2012, and we ported it to PC and released it on Steam in 2014.
The professional and user reviews were very rewarding: Destructoid described it as a "wonderfully raw retro experience" (8 / 10). NintendoWorldReport said it was a "superb and fairly extensive collection of clever, interesting, and devious platforming ideas" (8.5 / 10). NintendoLife scored it 8 out of 10. We tracked over 50 professional reviews of the game and the average score was over 80%, which was extremely gratifying for all those years of hard work.