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Announcing Rotund Rebound! Prism Queen, Action Platformer!
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We're two brothers with a passion for game development.
Starting small got us nowhere, so now we're dreaming big!



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Posted by Paul on

It's been a month since we announced Rotund Rebound. Unfortunately we don't have much more to reveal about the game just yet, but we are working very hard, progress is going well, and we've updated its page here with some WIP screenshots and some animated GIFs we've been sharing on Twitter.


Posted by Paul on
Rotund Rebound

Today we are excited to announce our newest game project, Rotund Rebound!

Yes, this is a sequel to Chubbins, our hardcore platformer available on Wii U. Long-time Dahku followers may wonder, why make a sequel to a title that was a financial flop and generally poorly received? Well, three and a half years has given us much time to reflect.

Our old dev blog posts outline many aspects where Chubbins suffered, but in retrospect many of these issues can be attributed to the fact that we focused so heavily on delivering a solid platforming experience, and made all other considerations secondary.

But what might Chubbins have been if we'd given equal attention to every aspect of its design? The answer is Rotund Rebound.

We're bringing back that solid gameplay experience, beefing it up, and this time we aim to raise the rest of the game to the same level and deliver a truly satisfying platformer that will take its place among the greats.

We'll have plenty of RR details in the coming months, but here are some quick facts:

  • We've chosen a pixel art style, well-suited to the retro-tough gameplay, and more player-friendly when judging bounce motion and distances.
  • World maps will open more options for players to access and explore levels in a less linear fashion, but the emphasis on speedrunning will remain intact.
  • This early in development we are focusing purely on creating a PC title, but we fully intend to expand to modern consoles and possibly Nintendo 3DS.

Be sure to keep an eye here or around our social media as things progress!


Posted by Toby on

It's been about a month since we put out the 1 year trailer for Prism Queen and discussed the unique but unfortunate situation the project has found itself in. We also actively sought feedback to help us determine where to take things from here.

And the results? Soft enthusiasm, vague criticism, but mostly silence. Things may have been different if people had seen it prior to Mega Man 11's announcement, but in its present state and circumstances, Prism Queen seems generally perceived as simply unremarkable. Canceling the project and moving on might be the wise thing to do... but we're still not there yet.

Prism Queen is very much a passion project. It's no exaggeration to say that Mega Man has been one of the most influential forces in our lives, and so much of what we love and what we do can be traced back to him as the root of it all. Some cynics may have viewed Prism as nothing more than an attempt to cash-in on the Mega Man franchise, but the incentive to fill the void and create a proper spiritual successor wasn't as much for the commercial potential as to engage in what we know and what we love, putting our own fresh spin on it and bringing that kind of experience to a new generation of gamers.

The window to create that spiritual successor may have closed, but we still see potential for Prism Queen to shine just as brightly as something different. This change in direction will take time to plan and develop, and we're also giving the project some downtime to breathe. We hope that if and when Prism returns, she'll be properly received as the champion she was made to be.


In the meantime...

We've had some other titles brewing on the side, less ambitious than Prism Queen, but still exciting and holding to the sentiment expressed when we announced our return to game development: "Our prime interest as developers has always been to create the kind of game we can passionately pour our hearts, souls, blood, sweat and tears into and then confidently inform even the harshest critic that they need to experience it."

So, while Prism takes time to reflect, we're hard at work on another title. We intend to reveal it officially tomorrow, but there will be a sneak-peek on Twitter today for #ScreenShotSaturday.


Posted by Paul on

Once upon a time, there was a promise of a spiritual successor to a beloved classic game, and fans gave over $4 million to make it a reality. We all know the story, and its unfortunate ending, but what if the result had been everything it could have been?

As lifelong, passionate Mega Man fans, we pursued that thought and decided to create Prism Queen, a 2.5D action platformer aiming to deliver a faithful but modernized evolution of the classic Mega Man experience—and with an intended crowdfunding goal of less than 1/100th of what that other game made.

Then late last year, Capcom shocked the world with the sudden announcement of Mega Man 11, a 2.5D modernized evolution of the classic Mega Man experience. As fans, we were delighted, but as game developers who had just poured 11 months of work into Prism Queen, it was certainly a blow. When you're making a spiritual successor to a game that no longer needs a spiritual successor, you naturally have to question whether you've wasted your time and should move on to something else.

After due consideration, we decided not to move on, but move forward. Prism Queen may have been designed to appeal to an existing fanbase, but it's not a generic copy filled with blatant clones like a hero and sidekick named Up & Atom who belong to Dr. Bright. We have a lot of fun and fresh ideas to bring to the table, we love our characters, and we still want to tell their stories.

Knowing some rethinking would probably be necessary later on, we set a short-term goal to polish up what we'd already done and add some new content by the time the project hit the one year mark. This newly released trailer is a showcase of our present progress.

Now we've reached a crossroads. Where does Prism Queen go from here? Ideally, we would love to maintain course and go head-to-head with Mega Man himself. Unfortunately, when a similar and beloved title already exists from a major publisher, the chances of raising essential development funds for Prism Queen on Kickstarter begin to look bleak. And so we are considering changes that will set our game apart on a more fundamental level. What kind of changes and how drastic are yet to be determined.

It feels like we've come a very long way on this project, but things have still felt rudimentary enough that we're only now announcing it in a widespread manner. Feedback is crucial to any indie endeavor, and with the present considerations it's more important to us than ever. We need to hear from as many gamers as possible, hardcore Mega Man fans and the uninitiated alike, so that we can consider all the angles while we take a step back to reexamine the future of Prism Queen.

Please check out the trailer and give us your thoughts here or on any of our social networks! Please share with anyone who might be interested!



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