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Super Cucumber & Down the Drain managed to reach its $10,000 Kickstarter goal a few days ago. As a result, it’s now confirmed that the project will be coming to Wii U.

Super Cucumber & Down the Drain is intended to be a classic 2D platformer. Players will be able to use various mobility and combat skills, face off against enemies, and more. The above video should give you a decent idea as to what you can expect from the game, but more information can be found on the Kickstarter page here.

Super Cucumber & Down the Drain is targeted for launch in March 2016.

Elliot Quest developer Luis Zuno has expressed interest in bringing the game to 3DS.

Zuno participated in a Reddit AMA today, and answered several questions from fans. When asked about a possible 3DS version, Zuno said he “would love that”, though he would need to talk with PlayEveryWare – the company that ported Elliot Quest to Wii U – to determine “if it would doable and worthy.”

Elliot Quest launched on the Wii U this past Thursday. The title is coming to Europe on April 16. You can find Zuno’s full Reddit AMA here.

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Indie game “Frizzy” is making its way to the Wii U eShop this summer. We don’t have a whole lot of information currently, but brief trailers show the player controlling a ball of fur/dirt, mixed with a bit of platforming. There will be enemies to take on as well.

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There are plenty of Kickstarter projects that feature Wii U in one form or another. For the latest look at which games are seeking funding, check out our roundup below.

Othello U (new) – $1,000 for funding, Wii U only
Once Bitten, Twice Dead! (new) – $15,258 for funding, includes Wii U
Mystic Tales: Legend of the Janovi Gem (new) – $75,000 for funding, Wii U stretch goal at $150,000
Ralin – Dwarf Wars (new) – $66,419 for funding, includes Wii U
Super Cordon Bleu – $61,065 for funding, includes Wii U
Nephil’s Fall – $10,000 for funding, includes Wii U
The Song of Seven : Chapter 1 – $8,000 for funding, includes Wii U
Toejam and Earl: Back in the Groove – $400,000 for funding, dev eventually wants it on other platforms

Another crowdfunding project is CrossCode, though it’s on Indiegogo. If funds reach €100,000, it will be on Wii U.

Two Gunman Clive games have been made thus far. Could creator Bertil Hörberg eventually work on a third entry. Possibly, but don’t expect to see an announcement anytime soon.

Speaking with Nintendojo, Hörberg said:

I don’t know; it won’t be any time soon but I’m not against the idea of another sequel in the future. If I do create a Gunman Clive 3 or continue the series even further I think I will shake up the formula a bit more and do something a bit different. GC2 started as a very straightforward sequel with basically just more levels. I think it grew to be a bit more ambitious than that in the end, but it still follows the first game very closely in terms of the core gameplay and structure. Honestly I don’t really know where to go from here thematically; in GC2 I tried to make everything feel grander and more dramatic. He’s already been to space and traveled around the world, fought dinosaurs and giant robots, so I don’t know how I’d top that to make his next adventure feel like a clear step up again.

Hörberg also commented on his interest in porting Gunman Clive 2 to additional platforms. Wii U remains one system that could receive the game.

For now my goal is port the game to more platforms, but I haven’t made much progress with that yet, so it’ll be some time before I get started on a new project. I have a few loose ideas but nothing solid yet and I’ll spend some time prototyping before I decide anything.

Yes, possibly (Wii U as one of those platforms). My plan was to start with the platforms the first game was on (iOS, Android & Steam), as I want everyone who played that to be able to get the sequel, and then move on to Wii U and possibly other consoles. But we’ll see how many versions I’m able to do before I want to move on to a new game, so I’m not promising anything definite yet. The 3DS version made up for the vast majority of the total sales for GC1, but I don’t feel I can disregard the other platforms after one game, and it shouldn’t be too much work to port it. As I mentioned though, I haven’t gotten very far yet and it’s going pretty slowly still.

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Lucadian Chronicles has been updated to version 1.2. Developer Dark Roast has addressed several bugs, and has added a number of details.

Read on below for the full patch notes.

Client Version 1.02

Bug Fixes

  • More general stability changes.
  • Fixed issue where taking screenshot via built-in Miiverse button could result in dark, washed-out image.
  • Fixed clicking through resources quickly making them not register in UI.
  • Fixed some sound skipping / stuttering issues.
  • Fixed music cutting out in some cases involved poison counters.
  • Added more messaging to 4-player draft to make it more clear what is happening in the case where you are waiting for other players to finish.
  • Fixed “winner” text in draft sometimes appearing next to person who lost.
  • Fixed issue with daily challenge timer.

Features

  • Battle animations – melee units now ram into other units, and ranged units fire projectiles. We did this to make battle look better and also add clarity – it should now be a little more obvious that heroes attack enemies closest to opposite of them.
  • League matching changes – leagues now work a bit differently in a few ways. You will no longer be matched up with people outside of your league, or not battle someone in your league. Now leagues don’t start until enough people join or a certain amount of time passes – after that each person in a league battles each other person twice. We will keep an eye on leagues and adjust the timing, minimum number of entrants, etc, if needed.
  • League tiers – players who do well in bronze leagues can now be promoted to silver leagues. Silver leagues will have tougher competition but also higher rewards.
  • You can now hold down the B button during evolution animation to speed it up.
  • We’ve added the ability to schedule special drafts with better rewards. We want to do our best to ensure that people can find players to play against, so we’ll look to use these drafts to schedule times that people can congregate around.

Thanks to Cameron for the tip.

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