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Posted by Paul on

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.

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 Paul on

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.


Posted by Paul on

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.


Posted by Paul on

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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