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Prismatic Games is sticking to its original plans about bringing Hex Heroes to Wii U. However, it sounds like it’s only a matter of time until it makes an appearance on Switch.

In a Kickstarter update, Prismatic Games spoke about attempting to obtain a dev kit from Nintendo, but hasn’t been successful so far. It’s somewhat difficult for smaller indies to obtain the hardware, and the big N is prioritizing new games over ports currently.

Prismatic further added on Kickstarter:

“Think of HH on Wii U like a work in progress as we implement polish and balancing while we prepare Hex Heroes for Switch. With the various classes, monsters, and ways to play, there’s a considerable amount to fine tune. We also want to simultaneously launch HH on Steam through their Early Access program. This would further enforce the idea that the game is being tweaked and balanced and updated frequently. (And to our beta backers, we’ll still get a build out to you before we release on Wii U and Steam)

This method of launch will ensure the Switch will see the most polished version with all past updates and even some exclusive content to make it more than just a direct port! We’ve heard your concerns about how some of you have since sold/traded in your Wii U’s and we’re looking into an upgrade program – either allowing users to directly change their Wii U backer key to a Switch one, or by offering a discount for the Switch version if the Wii U one is owned. That decision rests with Nintendo.”

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17 minutes of footage has arrived showing Battle Princess Madelyn in its pre-alpha form. Check out the gameplay below.

New footage from the Switch version of Graceful Explosion Machine is now available to watch. You can check it out below.

Kung Fu FIGHT! 3DS file size

Posted on 3 months ago by in 3DS eShop | 0 comments | 0 Likes

Kung Fu FIGHT! is seeing a release on the 3DS eShop this week. We now know the file size for the title, which comes in at 267 blocks, or about 33 MB.

Vblank Entertainment’s Brian Provinciano stopped by Video Games Awesome to show off Shakedown Hawaii on Switch. An hour of footage can be found in the video below.

FAST RMX isn’t a completely new game. It’s based on FAST Racing Neo for Wii U, but has a number of additions and improvements. Among these is a boost to the visuals. Once again, Digital Foundry is here for an analysis.

First, whereas FAST Racing Neo had a temporal upscaling to modify a 640×720 image into a 1280×720 one, this has been removed entirely on Switch. The game jumps between 900p and 1080p while docked (and sometimes a bit lower than that) “while portable mode drops the resolution ceiling to 720p where minor drops in pixel-count can also occur, mostly in pre-race fly-bys.” Switch apparently has a small issue with its firmware resulting in a drain on GPU resources, but when it’s fixed, FAST RMX will run at 1080p when docked. Also, thanks to the higher resolution and removal of flickering artefacts, the Switch game is clearer.

Although not absolutely confirmed, it appears that Cosmic Star Heroine will be making an appearance on Switch. Robert Boyd from Zeboyd Games put out a message on Twitter that a port will probably be happening later this year.

The tweet is below:


Boyd previously mentioned wanting to bring over Cosmic Star Heroine. However, he had major issues with getting a dev kit and reaching Nintendo overall. That just changed this week when Boyd heard from Nintendo of America’s Damon Baker.

Source 1, Source 2

Gamasutra wrote recently a piece asking 9 indie studios how’s it like to develop for Switch. Yacht Club Games, VBlank Entertainment, Game Atelier and Frozenbyte, among others, all agree that Switch has been an enourmous improvement compared to the Wii U days in terms of ease to work with. Many of them even put it on par with Sony’s PlayStation 4, while others think they are still not there, but are catching up.

Brian Provinciano, of VBlank Entertainment, said that “the tools and hardware are much better than they were for the Wii U, so devs from the previous generation should look forward to digging into the Switch”. Additionally, David Bellanco, of Game Atelier agreed in that “Nintendo did a very good job making it easier to develop on the Switch”. He also declared that “it’s very straightforward, I push play on my visual studio, it runs on the device and I can debug very easily.”

Check out the whole article on Gamasutra, as it is an interesting read.

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6180 the moon was originally made for Wii U. Turtle Cream has since prepared a 3DS version, and it’s coming soon to PAL regions.

6180 the moon is hitting the European and Australian 3DS eShops on March 16. In North America, it’ll be arriving a bit later.

We’ve included a trailer for the game below.

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Nintendo has made a big deal early on about how third-party development tools are very compatible with Switch. This is a big contrast to previous Nintendo hardware, as some engines and technology weren’t supported until later on. And when they were, such as with Unity on Wii U, they weren’t in the best of shape. Nintendo made sure to rectify this with Switch.

Speaking with GamesIndustry, Zoink CEO and creative director Klaus Lyngeled talked about how Unity is well supported on the new console:

“When we tried to do Zombie Vikings for Wii U – when I got Unity I could see it just wasn’t going to work, it was too slow an engine; then we got Unity for Switch and we saw directly, ‘wow it’s actually working’ and the tools are much better. So that part is very important for most indies. Most indies are using Unity and that makes a huge difference. It feels like they are pushing Unity more to make it good from the beginning.”

On a similar note, Image & Form CEO Brjann Sigurgeirsson spoke about how developing for Switch is easy thanks to its straightforward nature and power.

“We’ve made games for the 3DS, the DSi, for the Wii U and they all had some issues – the 3DS and DSi were just weak. Since we were developing for them specifically it wasn’t like we were watering down our games, but all the time through development we had to think about how not to overtax the system. With the Wii U there was more power but you had the gamepad where you could use the [screen] and TV at the same time and so you had to show different things and take that into consideration. This is straightforward, period. What you see on the big screen is what you’re going to see on the handheld as well. It’s very simple and powerful, and ingenious – it’s a home console and a portable unit. Everybody’s wanted to say that in the past but here it is now. It’s powerful and really easy to develop for. There’s not very much wrong with the system.”

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