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I started working on TaniNani during long bus rides between two cities when me and my girlfriend lived far apart. I enjoyed making tiny prototypes during the 3 hours I had to kill. One of the ideas turned out to be something that ended up being TaniNani. I had a lot of fun and knew right away that it had potential. So going back and forth during that weekend I worked a little over 6 hours and in the end I had the mechanics for the first three chapters.
I kept playing around with the idea before putting it on hold because I had to prioritize other things. Then about a year later I founded WhyKev and picked up TaniNani in order to finish the game I believed so much in. I loved sharing gifs of my progress and also live-streamed as I designed levels.
At release TaniNani got featured on the App Store among "New Games We Love" which allowed a lot of people see the game. I got many sweet comments and reviews which made me very happy. It was overall a wonderful and calm moment which isn't always the case when you release a game. Later I started working on the Nintendo Switch port which also got released a few months after the initial release.
I sometimes look back at TaniNani from different perspectives such as development and personal. It meant so much to me, I dared to try making it all on my own and focused on working on games that I was more emotionally connected to. I'm proud over TaniNani and how it made people feel.
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