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Posted by Paul on Jul 24, 2014

Being the avid Nintendo fans that we are, and being the indie developers we are, it was a very exciting moment when we learned that the Wii U had an indie-friendly developer program. Console development could open up all sorts of possibilities to us, but first and foremost, we had a game that felt to us like it should have been on a Nintendo system all along, that never got a chance to appeal with its new, easier difficulty mode, and which we truly felt could find a good home on a system where the players would have the same gaming values as we did. It would be a great way to test the waters on a new market.

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Posted by Paul on Jul 22, 2014

Somewhere along the way we decided it would be fun to add a little personality by giving each level its own title card. We love using quotes in everyday life. Movies, TV shows, games, books, real life personalities--you name it, if it's quotable we'll find a way to work it into our vocabulary. Chubbins is just weird enough that we felt we could share that part of ourselves by working those quotes and references into relevant (or semi-relevant in some cases) level names. Hopefully some of you out there have been able to pick out a few you're familiar with. Maybe sometime we'll write out a full list of where they all come from and why we chose them.

Quotatious!

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Posted by Paul on Jul 20, 2014

A while ago we posted about the reception that Chubbins got when it released last month on the Wii U eShop. Having rounded up and summarized the community's thoughts, I thought it would be fun to also share our own perspective as developers. Hopefully it will be an informative and entertaining look at the creative process behind the game. There may be some spoilers here and about, but since Chubbins is all about gameplay there really isn't much to spoil.

So, you may have heard already that my brother Toby and I have our gaming roots firmly planted in the NES days. We grew up on classics like Mega Man, Zelda and Mario, and we've pretty much stuck solely with Nintendo systems over the years. Needless to say it's incredibly exciting to be developing our own games for the Wii U.

(By the way, there's a price drop starting on 7/24 for Chubbins, just so you know)

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Posted by Toby on Jul 15, 2014

[Soon Shine - Coming Soon to Wii U]

After months of nothing but Chubbins here on the blog, we're excited to finally announce our second title for the Wii U eShop! Soon Shine puts you in control of the sun and moon and tasks you with fighting off hoards of spirits hungering for energy--your energy.

Gameplay-wise, Soon Shine is played entirely on the Wii U GamePad's touch screen, and combines the single-screen score-racking fun of puzzle classics like Tetris with the quick reflexes and tenacity required of an action game. It's an addictive combination that we hope will appeal to a wide variety of gamers!

Soon Shine is currently under Nintendo review, and we hope to release it across the Americas mid-August. It will be priced at $1.99 in the US. Check out the trailer and other info here!


Posted by Toby on Jul 02, 2014

In our last blog post Paul went over our collective pre-launch thoughts on Chubbins. We're now coming up on a month since the game hit the eShop, so it seems a good time to talk about how things have gone post-launch. This could be considered a postmortem of sorts; I'll be tackling the project in sections, looking at what we did wrong, what we did right, and other aspects of the project and its reception worth noting.

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Posted by Paul on Jun 04, 2014

In less than 24 hours, Chubbins will be launching on Nintendo's Wii U eShop! As developers, the agonizing wait for its success or failure is almost over, so it seems a good time to write up some quick thoughts about this stressful pre-launch window.

Any indie developer starting out needs to be prepared for failure, both mentally and financially. Unfortunately we made the mistake of wasting our "means to fail" with three games on the iOS market, where we didn't fit in. So in heading to Nintendo (where we wish we could have been to begin with), we knew from the start that it was a last chance scenario; we couldn't afford another failure. If our first game on Wii U doesn't work out, that's it. So I think it's safe to say that this period of hopeful anticipation has been more stressful for us than most.

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Posted by Paul on Apr 05, 2014

Chubbins for Wii U is moving closer to submission to Nintendo! The lastest hurdle, an unexpected revisiting of graphics, is behind us now.

If you haven't been watching our blog in the short time it's been around, we had initially planned on leaving Chubbins' simplistic graphics more or less as they appeared on iOS. That decision was at first met with much disapproval from people around the web, but when we asked for and got more specific feedback as to what we might improve, a number of very supportive people also appeared to help offset all the criticism. Thanks to everyone out there, positive and negative alike, we were able to find a better balance for what we wanted to change.

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Posted by Paul on Mar 26, 2014

Chubbins may not be ready for Wii U quite as soon as we'd hoped. Efforts to get the word out about the game have resulted in feedback that has us baffled. Most of said feedback relates to the game's visuals.

When you break it down, Chubbins is about moving left and right from block to block to traverse levels. That's the bare-bones objective. The platforming gets incredibly tricky at times, but at its core it's a very simple game with a very simple goal. So just what should such a game look like? To us it seems a simple game should have simple visual needs, especially when the player's concentration might be thrown off by unecessary distractions.

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Posted by Toby on Mar 24, 2014

While Chubbins has been a finished game since spring '13, porting the game to Wii U has given us the opportunity to add some new features and make a number of improvements that make for a generally more solid experience. Read on to see what they are and why we're making them!

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Posted by Paul on Mar 20, 2014

Last year was highly educational for us. Dahku put out three games for iPhone and iPad over the course of 2013, all of them on the small side (for the sake of a non-existent budget and keeping development times down), and all of them designed with the iOS market in mind--something we knew very little about at the start.

We grew up on Nintendo consoles, in the golden days when "playing Nintendo" was synonymous with "playing video games". Of course it's a different world out there for consoles these days, the kind of different you might feel when visiting a foreign country. Mobile on the other hand, is like visiting another planet.

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