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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 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!

Posted by Toby on
Prism Queen Logo

Hey everyone! It's been a quiet month since our last blog, but we've still been hard at work on Prism Queen and things are coming along nicely. Expect bigger updates soon, but in the meantime we're proud to present our polished logo for the project! We've also added a number of new screens and a fresh description to the game's page.

Until next time!

Posted by Paul on

August was an interesting month for Prism Queen. Early on, our hours poured into the project exceeded those spent on Chubbins and Soon Shine combined, and by the end we're getting close to surpassing the total of all three of our prior games. Looking at things in those terms, it's troubling to think how much we've already put into a project that could ultimately fail on Kickstarter--no doubt many indies know the feeling.

On the other hand, Prism Queen is all about aiming high, dreaming big, and doing everything right this time around!

Prism Queen Leaping and Shooting at Shark Enemy

In mid-August we took time to reevaluate our schedule. We'd been looking at October for Kickstarter, but decided that making that deadline would not only mean working at an insane pace but also scaling back the Kickstarter presentation from our original vision. We ultimately decided we didn't want to go that route. We want to take as much time as necessary to polish Prism Queen and give it the presentation and promotion it deserves.

We're now looking at winter 2018 for Kickstarter, probably February. We hope everyone out there will agree in the end that the wait was worth it!