Where did the idea to make the game block-based and so heavily destructible come from?
When we first started designing Toblo we were actually attempting to make a tower building game in which the two teams were going to create giant elaborate structures. After the first couple of months of production however we realized that the play-testers were having a lot more fun destroying the world than building it up like we had hoped. We then figured out that we should just encourage this destructive behavior and design the game around that instead! What were your expectations from your game, and do you feel the end product lives up to those expectations? Our end goal was always to make something that we were proud of and that people would play and enjoy. We never had delusions of grandeur with Toblo and everything that has come from the game has certainly surpassed what we had ever dreamt of. It’s a lot of fun to have no expectations and then get the praise we have had. In the end it just makes us celebrate harder whenever Toblo is nominated for or wins an award. How important