Posted by Paul on Sep 02, 2014
On the 31st we announced that we were ceasing our indie game development efforts (thanks again for all the well-wishes, everyone!). At the same time, we made a second post with some collective thoughts on the eShop market. As we said in the first paragraph of that post, we wanted to discuss the topic because A) it's very relevant to why we didn't succeed, and B) our experience could be very valuable to other indie devs looking to get their games on Wii U. Case in point, ourselves. If we were just getting in on the Wii U scene now, that post would be a great reference and would undoubtably change our entire approach. Read Full Post
Posted by Toby on Aug 31, 2014
Following up our recent announcement that Dahku is done with game development, we have some thoughts on the current state of the Wii U eShop, and why we think things turned out the way they did for us. This may be informative for fellow small devs looking to Wii U as a development option, and it may be of interest if you're one of the few who like what we do. Read Full Post
Posted by Paul on Aug 31, 2014
As we've said before, we were really excited when the opportunity to develop games for Wii U arose. This was Nintendo--our home turf so to speak--and with the power of a console the possibilities were endless! Still, after a year of total fail in the iOS market, we had to remain realistic. We ported Chubbins, to test the waters of a new market and try to get a return on our time invested. We always did feel the game was more like a Nintendo title than an iOS anyway. Read Full Post
Non-disclosure agreements prevent us from talking details, but even before we signed on as developers we'd heard that Nintendo offers newcomers a chance to work with their equipment free of charge for a time. We hoped that Chubbins would be successful enough in that window of opportunity that we could then move on to bigger and better Wii U exclusive games.
By contrast, Chubbins on Wii U was a success. We managed to stand out, get great community coverage, and the sales have been infinitely better than they were on iOS. Sadly, it still wasn't enough. Nowhere near it, in fact. Having put all that effort into learning the Wii U ropes and gaining valuable insight into the market, we realized the window of opportunity would still be open just long enough that we could try to put that knowledge to use on an experiment of sorts.
Posted by Toby on Aug 20, 2014
We're happy to announce that the soundtrack album "Dahku 13" is now available through Loudr! It contains all music tracks from our three indie games: Starlight Blast, Chubbins and Soon Shine. If you enjoyed the soundtrack in any of these games we hope you'll check it out!
iTunes and Google Play should soon follow, though if you're interested we'd especially appreciate business through Loudr as it's cheaper for you and earns more for us. :)
Posted by Paul on Aug 11, 2014
I begin to feel like a fossil, a relic of a bygone age. The more I experience, the more I'm realizing that when I see people say they like "retro" games, what they really mean is they like the visual style of 8-bit games (or 11-bit, as seems a better approximation of what people do these days). There's a big difference between a game that simply looks like it's from the old days, and one that actually incorporates gaming values from the old days. We, Dahku, really liked those old days, and we try to bring to the table the essence of those days, not with little pixel graphics but with core gameplay ideas and values... And I think it's killing us. Read Full Post
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. Read Full Post
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.
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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. Read Full Post
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)
Posted by Toby on Jul 15, 2014
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. Read Full Post