Category Archives: The Dangerous Kitchen Update

What we’ve learnt one year after releasing our first game on Nintendo Switch.

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July 13th 2017. That was the day. De Mambo launched on Nintendo Switch in the west—well, June 29th in Japan but for the sake of being topical, lets just disregard that little fact and swiftly move on!

De Mambo was made by The Dangerous Kitchen, (myself and two others originally, but now with two extra humans) and was our first game. We were (are) very inexperienced and had to learn how to do everything ourselves; from learning Unity, to making sprites and even learning how to write a press release! It was incredibly tough, but also really, really fun.

The fact that we somehow managed to release De Mambo in the launch period of a new Nintendo console and considering that we were one of, if not the least experienced indie team that had launched at the time, was a ridiculous feat for us and worthy of going on our epitaphs, but I digress.

We must thank all of you people who’ve helped us reach this point. Whether you be Kickstarter backers, business partners, people who’ve helped us at events etc, or simply those of you who purchased De Mambo. We’re eternally grateful.

So, what have we learnt from releasing De Mambo on Nintendo Switch one year later? That’s simple…

Timing. Timing is everything.

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(The following thoughts are probably the most useful for very small teams like us, starting out in the industry with little to no previous industry experience and are aiming for release on Nintendo Switch).

We were incredibly lucky to launch when we did, which was just about the time the ‘indie gold rush’ revved its relentless engine. From anecdotal evidence of speaking to other developers and such, it seems as though we would not have sold as much as we did if we had launched later on—that’s not to say we sold millions of copies (our desolate bank account is testament to that), but we’ve sold well enough to keep us going.

The timing of your launch is important, but to land at this point with the least amount of bruises, you’ll need a lot of laser-focused planning. We here at The Dangerous Kitchen are a bit… well, let’s just say the eleventh hour is when we usually think about beginning a task, so our tardiness has limited us a few times in the past, (not aided by our lack of wo/man-power). You should plan everything as much as possible in advance, like a Mayan Priest tending to their precious calendars, to ensure you don’t miss out on anything that will help your game.

If you have limited funds, you can bypass marketing/PR agencies if you can plan and time everything yourself! It is possible!

Some of the things we advise planning and beginning to execute well before the release of your game, even if you’re a one-human developer team are:

  • Look for reasons for people to be interested in your game’s content and find ways to show those things off as best you can.
  • Write press release copy as early as possible! Your press releases need some time to be approved by Nintendo, so definitely get these sorted and submitted as soon as you can!
  • Prepare images, gifs and videos of the game and gameplay for the Nintendo Switch News Channel and social media. Begin posting these before launch to generate hype, and definitely make use of scheduling your posts to save you time when it really matters.
  • Reach out to youtubers, twitchers, the games press and your mother’s aunt’s best friend’s cat with promotional game codes and/or the optional bribe.
  • Go to events, but crucially, don’t go to too many events as this will eat from your development time and your limited funds! We would recommend looking for events with audiences that would benefit your game the most and balance these with cost.
  • Leave time for multiple resubmissions of your game! It’s super common and normal to not pass submission first time round, (or so we’ve been led to believe by well-wishers) so definitely give yourself and/or your team some breathing space where that mythical creature known as sleep may be possible.
  • Plan some buffer time for the petulant panic that ensues due to major bug discovery after launch.

After you launch the game, don’t naively think it’s all over and now the sleep of a thousand sleeps may begin, like a certain naive little games company who shall not be named. This is where the promotion really kicks in, as your game is available on the eShop and good timekeeping is 100% needed.

Doing sales is paramount to you making money after the initial hype is dead.

Look at the barebones Nintendo Switch eShop. You need your game to keep selling, so being swamped by 20-30 new games every week is like having shovels of earth being constantly thrown over your still-alive corpse. Doing a sale equates to temporary-zombie-reanimation that will grant you exposure, so working out when the best time to do so is again, all down to timing. You don’t want to miss doing that sale that could be very successful for you, so again, plan in advance.

You might be dealing with Japan, the US and Europe simultaneously, which those of you with acute understanding of measuring ordered existence will know, are all in different time zones. The amount of stress will pile up, like an overflowing toilet of despair. You’ll have so much to do around the launch of your game, that any future-help you give your present-self will be mouth-wateringly good.

So to reiterate, you’re going to have to manage going to events, making promotional materials, posting on social media and the News Channel, replying to email enquiries for review, dealing with any emergency bug fixes and planning for sale opportunities while trying to keep yourself moderately healthy. Plan. In. Advance.

It may sound boring, but having some semblance of sanity is pretty good in the grand scheme of things. A clear mind is great for managing the fifty-one things you need to sort out, plus any random things that pop up, like that dreaded slice of burnt toast you fear your toaster might hiss out at you.

We’d like to leave you with one last thought, which is that you should try and celebrate your launch, thoroughly and whole-heartedly, to alleviate post-natal depression! You did it! Even if your bones are forever dust, in a way that perfectly mirrors your bank account, you made it. And someone, somewhere is grateful your game exists.

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Post Release Blues

It took a while, but De Mambo finally flew the coop and left its parents very proud. It didn’t light up the world with its blazing glory, but for a game with no marketing budget it did great.

This past month we took a break to catch up on some serious Zelda playing and then went straight back to work, planning the necessary steps for the update. Our plan is to do two updates for De Mambo with more multiplayer stages and more singleplayer content that includes new modes to play and other things we’ve received as feedback. We’ll have more solid info on this at a later date as we’re still finalising what can be done etc.

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Our old friend, Insomnia…

Unlike The Dangerous Kitchen, De Mambo will have its run in with insomnia as it is involuntarily forced into exhibiting at Insomnia 61!

We’ll be there for all four days so if you’re going, why not come on over and say hello and if your brave enough, challenge us to a duel… oh and maybe a match of De Mambo!

De Mambo will be a part of Payload Studio’s Tentacle Collective (so look for the giant inflatable tentacles!) which will take place at the NEC in Birmingham on August 25-28th.

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De Mambo Reviews

Here’s a selection of our favourite reviews for De Mambo! Thank you everyone!

Eurogamer – The Switch just got a game that channels the spirit of Smash Bros and WarioWare

The Metro – De Mambo review – Super Smash Balls

Comicbook.com – De Mambo Nintendo Switch Review: Fight and Flight

Keen Gamer – De Mambo Review (Switch)

Cubed 3 – De Mambo (Nintendo Switch) Review

The Games Shed – De Mambo – Nintendo Switch Review

Pause Resume – De Mambo Review

Vooks – DE MAMBO (SWITCH) REVIEW

Reddit AMA – De Mambo with the Dangerous Kitchen

Honest Gaming Reviews – DE MAMBO – REVIEW

De Mambo Review for Nintendo Switch│NomComms

De Mambo (Nintendo Switch) Review | 8-Bit Eric

Smell ya later…

Things we love this month…

The Secret History of Twin Peaks
Metal Slug 3
Curb Your Enthusiam
Merzbeat
Raphael Ashmolean Exhibition
Hot Ones

Don’t Fall Asleep at the Switch

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So if you’ve been an avid reader of our brilliantly bulbous blog, then you may have noticed we are a couple slices short of an XL pizza, oh and also that we’ve been hinting at strange happenings on the horizon.

Well today’s the day.

We can officially spill the mouldy beans on what we’ve wanted to talk about for a while.

De Mambo is coming to the Nintendo Switch!

Nintendo approached us at Bitsummit 4 last year and after many laborious discussions about how much money we wanted to pay them to allow us to be on the (at that time) NX, they decided to not accept our fanboyish money and instead allow us entry into the Kingdom of leave-luck-to-Heaven.

The Switch is the perfect home for De Mambo, something that Nintendo themselves saw, and so we couldn’t let this once in a lifetime opportunity slip away— who else has their first game available in the launch period of a new console!? But, there is one caveat to all this. We are focusing on the Switch version first, before the other versions.

We’ve been working on De Mambo for the last few years, toiling away without the luxury of being paid full time, so we had to choose the wisest business decision. Focusing on the Switch’s launch period could give us far more exposure than other platforms and so we can use this as a springboard to boost De Mambo before we eventually launch on Steam, PS4 and Vita.

Ultimately, even if you’re not planning on getting a Switch, all this means is that we have an incredibly strong deadline to work to and thus the game will get done. So you might have to wait a while, but the other versions will happen… unless we die.

 

Play De Mambo on Nintendo Switch at EGX Rezzed

The Dangerous Kitchen are somewhat proud to announce that the Nintendo Switch version of De Mambo will be making its first playable appearance at EGX Rezzed 2017 both in the Indie Zone and in Nintendo’s Nindie booth. Double De Mambo, double the funbo. Players can expect to experience a near final build of De Mambo in all it’s pulpy glory, enhanced by the features of the Nintendo Switch.

Grab some tickets from the EGX Rezzed website here and join us!

 

Survival Mode of the Fittest

We have a new mode to show you, aptly titled Survival Mode. In this co-op mode of survival, you have to repel the evil personal-space invaders as they desperately attempt to steal your personal space by lowering themselves in a rather formulaic fashion like some kind of retro game.

Take a look at the trailer below!

[su_youtube_advanced url=”https://youtu.be/A-IBbD93TKI” height=”340″ showinfo=”no”]

Through the Looking-Back Glass.

Welcome.
 
Sorry for the silent silence that has clouded its way in-between the last time we contacted you and now, but we’ve been busy… busy fighting a PHP-based battle with the website and thought an extended break from us would do you no harm.

We’ve been mainly working on refining a lot of the core details of the game and designing lots of new stuff—there’s been some pretty bizarre things that have been proposed—and generally looking at bettering what we have.
 
Take a look at some concept art, which is indeed conceptual.

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Before we move forward, we’d like to have a look back, as last year was monumental for us.

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2014 was our awakening, the growth of cosmic seeds that burst forth into our mundane existence, while in 2015 the seeds sprouted; De Mambo took us from our place in the soil and propelled us towards the great sun.
 
We met an invaluable colleague and friend in Daniel New, who had the unholy pleasure of interviewing us around this time last year. That was a special moment for us, as Daniel truly believed in us and what we were doing which really fired us up and prepared us for what was coming next…
 
Our first public exhibition was in March with EGX Rezzed and then we won our place at Playhubs—this was where we met so many fantastic people who’ve helped us immensely; like Nisha Valand, Vincent Scheurer and Shin Kanaoya (more on him later…), and got into such events as Manchester Day Games Room, Radius Festival, Develop Interface and Brighton Develop—where we met our bright-eyed intern, Keir Sweeney. Hanging out with the public, meeting loads of cool developers and (especially) beating people at our own game was truly amazing.

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We next took to Kickstarter and then to our collective personal highlight: Japan and TGS. We are all still in awe that we were able to not only go to Japan (a childhood dream for all of us), but have our little game exhibited at the Tokyo Games Show. It’s all thanks to the aforementioned Shintaro Kanaoya, his awesome partner Ryuji Ooyanagi and their amazing company Chorus Worldwide—you guys are awesome and we cannot thank you enough.
 
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TGS was astonishing as the Japanese really enjoyed our game (thanks have to be given to Daichi Aono for his superb translation abilities) and the press, such as Famitsu, 4Gamer and Dengeki, gave us the enormous pleasure of interviewing us. That was a super personal highlight for me, as I was the one being interviewed—but then again there was so much more. We got to meet the marvellous Yoshiro Kimura and have some humorously fun De Mambo matches with him, Ryuji introduced us to Suda51’s manager (I’m a huge Suda fanboy), Kazuyuki Kumagai who said that we can visit Grasshopper Manufacture the next time we are in Japan, we saw Koji Igarashi of Castlevania fame in the flesh and finally shook hands with Shuhei Yoshida, the President of Sony’s Worldwide Studios.

After we landed back in London we had to drive up to Birmingham the next day to setup for EGX, which honestly… nearly killed us. (Four people and a 32” TV should not be able to fit into a Fiat 500…) but we survived and finally went on to see the successful end of our Kickstarter Campaign!

Thanks again to everyone who helped us out, shared the campaign and especially those of you that donated your hard-earned cash to our cobweb-ridden wallet!

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It’s safe to say that a lot happened last year, which runs in contrary with the fact that we are three nobodies making a game in a Premier Inn lobby. We’re currently working on loads of new content for De Mambo, so make sure you join us at our next exhibition: EGX Rezzed, the place that started it all.
 
Anyway, as a wise man once said… Enough talk! No more looking back. On to the future where, De Mambo will be released and the world will cower in its almighty presence… well hopefully.
 
Farewell.

Where we work – Part 1

And so here we are.

Back in the Premier Inn, a place where dreams come true. It was here that De Mambo was conceived, born and then beaten when it misbehaved.

We’ve recently finished a short stint at Playhubs in Somerset House, as we very luckily won office space for a few months. It really was remarkable and we’ve learnt a lot, but for us nothing beats the lobby of a Premier Inn. Working here is really great as you’re constantly inspired. There’s an influx of different people here everyday, which is partly to do with Heathrow Airport location.

But, we are not the only operation being run here: there is another. A multi-level marketing company happens to also frequent our Inn, constantly offering us ways to make money that is surely legal… As much as these annoyingly birdbrained stooges irritate us, they invaluably provide much inspiration—as who doesn’t need the sight of brainwashed humans scuttling around like cockroaches to help remind one of their own sanity?

The staff at Costa though, are a nice contrast to this. At first there was a bit of a bit of dissonance between us, but after the first couple of months they warmed to our sizzling hobo-ish charm. They give us words of support from time to time and have once even called us family.

We have to battle for booth space daily and if we’re not strong enough to conquer one, are forever banished to the restaurant area where loud music and drunken antics take place. Sometimes it’s a challenge to work here, but as a wise man once said, “If challenge had a taste, you’d be quite delicious”.

Yes, the Inn became our place of work not by choice, but through necessity. It’s close to where we live, free and has perfect temperature… and did I mention it’s free? Working in the heart of London was spectacular, but that’s not who we are. We embrace stupidity, and nothing is quite as stupid as the making of a game in a hotel lobby.

Intro to Kickstarter De Mambo

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There’s a scene in the Mortal Kombat movie that everyone in The Dangerous Kitchen loves to recite.

“It has begun!”

Apt I’d say, as today, it truly has begun.

The amount of support we’ve seen already is—as clichéd as it sounds—far beyond our wildest dreams.

Reaching just above 20% in an hour and a half was crazy and then suddenly getting to £5,000 was absurd.

Making De Mambo has been so much fun for us already and being able to share this with everyone, is a pleasure.

As of writing this, we’re currently at 38%—there are no words to describe how we feel—so here’s to all the backers we’ve accumulated today and to all the backers still yet to come, wherever you are!

Malodorous Intent

TGX

It’s been a while.

We’ve had a long few weeks preparing for, traveling to and then exhibiting at Radius Festival in Vienna and then Develop in Brighton whilst trying to maintain development on De Mambo.

It’s been an absolute pleasure to meet all the great developers, journalists and public humans at these events and we hope to see you again at some point!

But… we have some slight bits of not-so-new news.

Like the unavoidable stench of someone’s regurgitated lunch, on a crammed train on the hottest of day, you will never escape The Dangerous Kitchen. We will be there at every turn you make, everywhere you look and in the back of your mind…

What I’m trying to say is that The Dangerous Kitchen will be exhibiting at Now Play This and EGX 2015!

EGX Rezzed was incredibly toothsome so we’re thoroughly excited for EGX and the possibility of a dawning deadline to push development into the extreme!

Now Play This is located in Somerset House at the New Wing on the 4th-6th September.

But, there is another. Thanks to the exceptionally amazing people at Chorus Worldwide, we are exhibiting De Mambo at the Tokyo Games Show 2015! A monumental opportunity that we could in no way miss, we are super excited for the Japanese public to try out De Mambo!

We may also have news about a certain kick that may start at some point if you smell what I’m stepping in… And if anyone is interested in making a Let’s Play type thing, then please sign up here and we’ll send you a Demo De Mambo!

Until next time.

Child’s Play

So far, The Dangerous Kitchen have only been to three events to exhibit De Mambo; EGX Rezzed 2015, Develop Interface and the Manchester Day Games Room. All three were incredibly valuable as we learnt so much, met some fantastic people and also peered into a dark, unknown facet of human repugnance… where heinous machinations of a strange cult-like people attempt to poison innocence—but, I suppose you didn’t come here to read that…

…yet.

The Games Room in Manchester, although lacking the first-time excitement of Rezzed, was probably the best time we had at any of these events, whilst simultaneously being the most exhausting.

We woke up at 4:00am on Saturday, boarded a train at 6:30am—barely making it, set up for 10:00am and then exhibited until 6:00pm. After a ritualistic consumption, we travelled a fair distance to our Airbnb destination and were greeted and shown to our room by two cats; Coco and Bossboy. We awoke at around 7:00am on Sunday, exhibited as usual from 10:00am – 6:00pm, gorged on some fine pizza (my personal favourite part of the journey) and then boarded the train home at 8:55pm—again, barely making it. After coldly waiting for a bus and then a delayed train, we finally got home… bone-tired and ready for our inner sandmen to lull us to sleep.

One could hazard a guess and say that pre-E3 hype played a part in keeping us alive, but in all seriousness, it was the stellar reaction De Mambo got in the Town Hall that sustained us through our broken wrists, hollowed shoulder bones and sleep-deprived crazy-eyes.

Bearing in mind that we are gamers who selfishly made a game for ourselves, it was great to see small children react so positively. We’d had a few children pick up De Mambo at Rezzed—much quicker than a lot of adults and season gamers mind you—but since the Games Room was open to the general public, there were tenfold more of these wonderful little people around. There were even times when we had children about 5 years old competing with twenty something year old gamers—which was insanely glorious since they held their own. The cherry on top though, were the SNES controllers we used to play De Mambo. We saw a few adults in shock with not only seeing the SNES pads, but that children were using them, which must’ve taken them back.

We never designed De Mambo to unite the world, but seeing stuff like that gave us hope. De Mambo will usher in a new era of world peace… or more probable, drown the world in fear, famine, pestilence and—A-A-Achoo! Excuse me. The combination of cat allergies and hay fever has crippled me profusely.

Anyway back on topic, we here at The Dangerous Kitchen just wanted to thank Rock, Paper, Shotgun, David Hayward, Simon Smith, all the individuals involved in setting up the Manchester Day Games Room and everyone who played De Mambo.

We truly had a remarkable time. Thanks!

A few updates on our near-future whereabouts.

For those of you who want to track us down for the huge amount of money we owe you, avert your eyes now!

Firstly, we will be appearing on Payload Studio’s TerraTech Twitch stream at 4pm UK time on Friday 12th June. If you’ve ever wanted to see three awkward, unsociable and derelict examples of human beings, then here’s your chance!

A big thanks to Payload Studios for allowing us on the stream and an extra special thanks to Vincent Scheurer for making it happen!

>Tune in here!<

Secondly, De Mambo will be exhibited at the Manchester Day Games Room this weekend! Located in the Town Hall, it’s free entry for all, from 10am to 5pm on both Saturday 13th and Sunday 14th June. Make sure you come visit us if you’re there and remember, we aren’t adverse to bribes when pizza is involved…

>Info here!<

And Finally, De Mambo has been accepted into the Radius Festival, which takes place on the 9-12th July 2015 at the Ovalhalle in the MuseumsQuartier in Vienna. Definitely come over and talk to us if you happen to be there, as we’ll likely be dishevelled and in need of communication to sustain aliveability.

>Info here!<

Bit Trip Reminiscence

So after a long week of meeting new people, having some rather glorious meetings and one delicious, mouth-watering pizza that I’m still thinking about… with the extra creamy buffalo mozzarella and the crispy thin crust and the fresh basil leaves—oh god! I’m sorry. It was a darn good pizza…

Anyhow, after a long week, I decided to peruse the 3DS eShop and see if there was anything my paltry £5 credit could buy. I was pleasantly surprised to see Rising Star Games had a sale and took the plunge on Bit Trip Saga on 3DS.

Runner will always hold a special place in my heart, but as I was playing it again, I became slightly emotional. You see, The Dangerous Kitchen was birthed around the time of Runner’s release, when we were plucky university students living in a dank student house, with tiny-humble dreams of world domination.

Notably, Runner was the first indie game we fell in love with, so we placed it on a towering, inspirational pedestal to gaze upon and aspire to. It was a great game made by three people, which at that time was fairly radical. Gaijin Games (now Choice Provisions) are definitely one of the reasons we started The Dangerous Kitchen all those years ago…

It was a really good point in our lives that was amplified by the religious playing of Runner for weeks after its release. You could go to the toilet and hear the sound of Anamanaguchi’s Blackout City trickling in from someone playing Runner elsewhere in the house. We enjoyed it as a group, just hanging out after University playing Runner, watching newcomers fail at timing the jumps on the stairs and everyone being utterly enthralled at Commander Video’s simple rainbow trail.

The reason I became emotional was that if we recall Commander Video’s story, Runner is where he takes his first steps, where he feels the pleasure of exploring life for the first time; he runs toward an unknown future, full of joy. This kind of parallels with where we were at that time: taking our first baby steps regarding The Dangerous Kitchen, sewing the seeds that would eventually sprout into De Mambo.

Playing Runner again just brought back all the memories and was especially poignant since we sort of managed to level up as a company this week. It’s funny how good things can make you look back to where you came from… but a good pizza can unstick you from the boundaries of space-time and show you the infinite possibilities of pure, conscious reality.

Yes, I really enjoyed that pizza.

Farewell.