Tag Archives: Dev Diary

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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Set sale for De Mambo!

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Hello there oh mythical readers of the poor excuse of a blog post you’re currently reading. We just wanted to let you know that we come in peace, or pieces depending on how you like us.

De Mambo 50% North American Sale!

After years of misuse, De Mambo has finally been reduced to the lowest possible point of its career… $6.49 in the 50% off North American Sale! Tell all your American, Canadian and Mexican friends and if you’re wondering about the rest of the world, stay tuned for more info…

Mystery Machines…

Have a look at these somewhat tasty morsels of the new content update heading your way sometime soon. What are they? One looks like some sort of machine and the other has some dodgy lighting if I do say so myself.

Until next time, smell you later!

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Spotlight

Luigi

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Things we love this month…

Bojack Horseman Season 1 and 2
Oxenfree
North Star by Philip Glass
Infinite Monkey Cage BBC4 Radio Show
Splatoon 2
Alan Moore’s Jerulsalem Book 2
Devilman Crybaby

Make a Date with De Mambo’s Release Date on Nintendo Switch

So, let’s just say it’s fairly crunchy in our current vicinity, but things are going great. De Mambo is ever so close to being fully-born, which is kind of a scary thought, since we’ve been touting it around on the internet and in public exhibitions long before it even had a chance to fully develop.

But, it’s finally time.

We are finally ready to announce the release date of this despicably lovely game we’ve been pouring our various hard-work juices into—blood, sweat and tears before you get any funny ideas. De Mambo’s Nintendo Switch release date is…

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The first smashing game on Nintendo Switch will launch with three modes; ‘Mambo’ the 2-4 player multiplayer dance of death; ‘Solo’ the salivating single-player gameplay extravaganza; and ‘Survival’ the 1-4 player co-op mode where survival is the name of the game… literally!

BitSummit De Mambo

De Mambo will once again be clutched by Nintendo, and potentially taken against its will across the Pacific Ocean to Kyoto, Japan for A 5th of BitSummit. De Mambo will be part of Nintendo’s Nindie booth on 20-21st May with the first public appearance of ‘Survival Mode’.

Look What the Cat Dragged In

So last month we were in a Nintendo Direct, which was phenomenal, but this month, something far more spectacular occurred…

De Mambo was featured in the Cat Mario Show, the most prestigious game related internet show of all time. This show is so marvellous, some critics even call it the Citizen Kane of Youtube content.

Take a look below (7:25)!

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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!

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The Point of No Return

Do you sometimes wonder whether the voices in your head are real? Well this voice, the one you are currently hearing, isn’t. It’s merely a figment of your imagination, just like all the best things in life are.

Welcome to The Dangerous Kitchen’s De Mamblog (I can’t believe it took us this long to come up with that). How is everyone? Actually, don’t answer that, as we can’t hear you or are particularly that interested, since the main goal of this message is to continue the unconscious brainwashing and brain scrubbing started many moons ago.

Anyway, enough meandering, it’s time for…

 

TGS 2016

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We’ve (not-so) recently returned from the land of the rising sun, exhaustion and rain… lots of rain. It rained so much in fact, that our souls will forever have permanent water damage.

TGS 2016 was the first time we ditched the good ol’ SNES controllers and instead decided to use Playstation 4 ones, since that’s what the final game will be on. To quote Arnold Schwarzenegger as Hamlet in The Last Action Hero, “Big mistake.”

Let’s just say that the urge to die was so beautifully close to completion, as the whole first day of TGS was a gargantuan mess where nothing would work! In retrospect, it was hilarious to see that I-don’t-want-to-be-here glow of doom that permeated across everyone’s faces. Thankfully, the wonderful Ryuji—a true pizza-bro if I ever saw one—fixed all the problems and got the PS4 controllers working for the last three days. There was some lag involved, but the less we talk about that the better…

 

Solo Shenanigans

Showing off single-player for the first time was an interesting experience for us in that it was the first time we’d publicly shown off any single player content we’ve ever made! Our previous single player prototypes for De Mambo were generally meh—official game developer jargon of the highest order—and not really to our standard. But, no one saw them, so that was always our opinion.

Solo mode was a new venture for us, as we didn’t want to just make a standard multiplayer-turned-single-player-mode, that’s too obvious (if you’re not willing to explore, then what’s the point?). We were a bit anxious to see if our odd ideas would pay off and if the various amounts of people at TGS would enjoy our solo mode… thankfully, they did!

Everyone who played, all got their butts gloriously whooped because we didn’t test the difficulty beforehand! Oops… but, the difficulty seemed to resonate with people since the controls of De Mambo are inherently simple, a bit of spice in the mix didn’t hurt. It was a great learning experience for us as making a good single player experience is very different from a multiplayer one.

If you haven’t seen the trailer for Solo mode, here it is!

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Japan Highlights

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Hanging out with Suda51, because that’s apparently what we do now!

Possibly the biggest highlight from TGS, was meeting my idol, Suda51. Since No More Heroes is like, my favourite game, it blew me away to actually have a photo taken with him, and realise how he does that little arm pointy thing he does in all his photos—I was planning on explaining it in all its ethereal detail, but alas, it’s best experienced in real life. He even gave us some development advice!

We also attended an event where we met the great Yoshiro Kimura again and we somehow stumbled into Hirofumi Taniguchi, the amazing Love-de-lic and Skip LTD composer! Ever since playing Chibi Robo! Back on the Gamecube, we’d been huge fans of his, so it was incredible to converse with him in person.

We were also clued into… the war. In Japan, in the deepest, darkest recesses of the underworld, there exists two factions. The spectacular Shroom’s and the other is the shameful Shoot’s! The Dangerous Kitchen is two-part Shroom and one part Shoot—and yes, we will shoot him for his crimes against humanity!

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He never stood a chance…

NPC’s

Wormb
Now the Wormb is possibly the best thing we’ll ever make, and that’s entirely down to the disgusting noise it makes. How was this noise made? Nobody who was present at that time is alive to tell the tale…

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Mushroom-Foot
“We need a Goomba!”
“Mushroom-Foot…?”
“Eureka!”
That is how things get done in The Dangerous Kitchen, and how this particular fellow was born.

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Before we go, we have to say thanks to all those who helped us out in Japan. Shin and Ryuji! Daichi and Camille! Anjali! Yoshi! You guys are the best! Thanks for your support and may the Mambo gods bless you with infinite pizza.

P.S. There was once a man from a cave of warmth, he asked, “How are you doing?”

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.

Out of the Fire and into the Frying Plan

Welcome to the latest edition of myself rambling on about some kind of Dangerous Kitchen and that crazy dance game called De Mambo. A lot has happened since we last met, but at the same time… absolutely nothing has happened.

The End is Nigh

Anyway, I hate to say it, but the end is near. It’s the end of the beginning of the final stretch… of the final stretch, to be more precise, so we still have a long time before we unleash De Mambo upon the world.

Since the end of Kickstarter, we’ve been really busy planning on how to create a 51-carat solid-gold pizza, that is indeed edible for those of us with animal teeth—oh and planning the final game, obviously.

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Currently at 14-carats and inedible.

Planning the final game is hard. No longer can we haphazardly run amok with our decisions. Everything needs to be efficient and outlined before we even start to build the final game.

Currently, we’re working on our un-patented ‘Blockpendium’ trying to come up with as many new blocks that we can. Some of us like to shout out random words and watch the others squirm as they try to come up with justifiable gameplay function; as who doesn’t love the idea of a concrete-squirrel-octopus block and need it in the game!?

GameCity De Mambo

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A GameCity exclusive – Broken TV Mode!

On Halloween we ended up exhibiting De Mambo at Gamecity and met some amazing people, like Peter Harries from Butcherlab working on Theo and Lizzy, Nick Holder from Badger Hammer working on Idioctopus and Geraldo Nascimento working on GunKatana.

We also had the pleasure of being interviewed by the great Keith Stuart from The Guardian, which you can listen to here!

Farewell—oh wait, one more thing! We’re heading back to EGX Rezzed in April 2016! I can only imagine the improvements we’ll have to show you then, so until next time… stay fresh.

Take a look at EGX’s announcement of our existence here!

Things we love this month…

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Xenoblade Chronicles X
One Punch Man
Costa’s Festive Drinks
Splatoon
The Bridge III
La Forchetta’s Pizza
Fallout 4

 

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.

From Premier Inn to Somerset House

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It was the night before EGX Rezzed 2015 and the frigid, cold air was strangely inside rather than hanging outside in its natural habitat. We couldn’t get our TV to work, felt intimidated by everyone else being more prepared and of course we were dead tired (yes, this is a Commando reference) from a general lack of well-being.

Our EGX build had some crazy graphical errors such as strange artefacts appearing, some translucent textures and washed-out colours, yet we didn’t care! The game played fine and that was something we were proud of.

The response at EGX was simply remarkable for us. No, we’re not bragging—well, not that much—but in all honesty, it’s remarkable considering our circumstances. As you may already know, De Mambo was built in a public place (Premier Inn) and yet the EGX attendees responded through smiling, immense laughter and the odd profane grunt. It felt good because it was a huge validation for a years worth of hard work and—more importantly—for a life playing videogames.

We spent a week recovering after EGX (as it was our first exhibition) only to be offered three months at Playhubs, a London workspace for game development located in Somerset House, London!

To go from working in a public place where you have to hide your food from the staff in fear of being kicked out and where shady, multi-level marketing folk bustle like cockroaches to working in the prestigious Somerset House is highly peculiar to say the least.

Currently, we are in Playhubs, absorbing all the free coffee we can, meeting new people and trying not to quit game development and become professional whiteboard artists.

See you on the other side.

Good news everyone!

And yet, it’s come to this. After some hard and not-so-hard work, amazing people believing in us, and a bucket-load of blackmail attempts, The Dangerous Kitchen is going to EGX Rezzed!

Our smashing first game, De Mambo, is currently being worked on all hours of the day (mostly subconsciously as we sleep). We’re putting in our all, since this will be the first public showing, something that scares us more than a cheese-less pizza.

So please come down to EGX on 12-14th March and support us! We need you! And remember to give us a violent pat on the back if you happen to enjoy the game…

Yours terribly,

The Dangerous Kitchen