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Malfunction's early stages were quite unknown. I had thrown together a robot character (now known as Dwenguil) who could interchange between several modes which allowed the player to traverse various environments. Below is the first picture featuring said modes.
The game's original codename was "Error" and stuck with that title several weeks prior to the change of "Malfunction". In early production, it's concept was considered to be a sandbox/creative game. However a fully driven story felt more appropriate for the project.
As soon as a story mode had been decided, it was at this point the levels that are available today were in development. The game had went through several overhauls and re-designs throughout it's years, though the core foundation itself had always been the same.
This was Malfunction, and it was here to stay. I could go on about it's life throughout development however a majority of it's changes were documented online via IndieDB as well as Steam.
With the return of my hiatus, I plan to re-visit every game I've released and fix a LOT of crucial issues. Starting with Super Squash. You'll hear more about this very soon.





Dwenguil in specific (and perhaps other familiar Malfunction characters) will also have quite a MAJOR role in the story of Super Squash.
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