Tag Archives: Development 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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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

On the Warpath!

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Hello! It’s your favourite time of the whenever-the-heck-we-can-be-bothered-to-update you guys again!
Our gift to you this month is this great article we were asked to participate in for Red Bull Gaming, which you can read here!

We also wanted to thank all those who played De Mambo at Hyper Japan with us last month and also to our buddies aPriori Digital for joining us in Pizza Voyage!

Artificial Unintelligence

It’s not often we post about actual game development stuff, mainly because we have no clue what we’re doing, but today that changes. I’ve been asked to talk about some of the development stuff we’ve been up to by the head office…  aka someone who think’s they are in charge of me and will feel my wrath soon enough—but enough about that!

Let’s get straight to business.

The team is hard at work on developing new, tantalisingly tasty stuff, including the sought after feature to battle Mambo AI!

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What you’re seeing above is called ‘pathfinding’ which is the AI trying to find a character and scanning the maze-y level. This all happens super quick and the red line is the AI’s mind scanning the area, like a hefty fellow sifting through a healthy person’s fridge for some full-fat goodness. Once the AI has located the character, it will then move to where the character is and well, you can guess the rest.

Well, that’s it for today. We’ll have more snippets of polished emptiness for you soon!

P.s. Lucy Love will never be forgotten…

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Things we love this month…

The Big Sleep by Raymond Chandler
The Greasy Strangler
Django by Chip Tanaka
Xenoblade Chronicles 2
Rocket League Switch
The Marvellous Mrs Maisiel

Early Access De Mambo!

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When the stars align,

De Mambo will be out on

Steam Early Access

So… as written in the above prophecy, the time is now. De Mambo is out today on Steam Early Access with a spectacularly petty 15% launch discount! Click here to go to check out the page!

RTX London

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Just wanted to say thanks to all those who came over to play De Mambo with us at RTX London last weekend! It was a tiring event, but on the last day we spotted a certain someone… It was the creator of Blaz Blue, Toshimichi Mori! We had a few matches of De Mambo with him and he seemed to like it!

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Things we love this month…

Danganronpa 3
Masafumi Takada (Eternally)
La Nueva Dimensión del Mariachi Vargas de Tecalitlán
Playing Earthbound and Super Metroid again aka SNES Mini
Black Mirror
Tekken 7

 

De-Day Fast Approaches

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So this might be the last update you get before the De Mambo finally releases worldwide. What a crazy adventure it’s been! We have to thank you dear reader as without you, these sweet, sugary words we force upon you would not fulfil their ultimate journey across the plains of existence into your soft, squishy mind, and would instead be lost in the ether.

So when is De Mambo actually releasing!?

Well, Japan was lucky enough to have the original release date of June 29th. Sadly De Mambo was delayed everywhere else and is now releasing on July 13th in the west! As our loyal backers, you’ll receive your breathtakingly beautiful code of De Mambo on the day of launch!

We’re very sorry if there’s been any confusion about the release date, but it’s been very hectic time for us. As this is our first game, we’re obviously doing things we’ve never done before and the final process of getting a game through the submission process is something we’ve most definitely never done before! It’s a pretty powerful process, especially when your as experienced as us and even with amazingly talented people helping us on the technical side, we struggled. Thankfully we got through it and next time it should theoretically be much easier… well unless our brains mentally regress any faster than they currently are!

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Hyper Japan Expo

We’ll be exhibiting De Mambo at the Hyper Japan Expo on July 14th to 16th which will be at our old friend the Tobacco Dock. Info here!

Goodies from across the web

The amazing Martin Robinson from Eurogamer came down to visit us a few weeks ago and wrote this wonderful article on us. Please have a look here!

We also took part in a great interview with Nindie Spotlight which can be found nestled within these words.

Thanks to our superb publisher Chorus Worldwide, we’ve had a lot of Japanese press including Dengeki and Famitsu doing live streams of De Mambo which can be seen here and here. Famitsu also had a massive two page spread of De Mambo and gave us a solid 30/40!

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That’s it for this update! The next time we speak to each other, De Mambo will be unleashed upon the world and we’ll be probably dead from exhaustion!

Things we love this month…

Allan Moore’s Promethea
Twin Peaks Season 3
Arms (the game, not limb)
Zelda: Breath of the Wild

 

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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3 Seconds of Fame

So before we begin to torment you with as much pain and suffering as we can physically manage in one update, can we just take one moment to tell you that De Mambo made it into a Japanese Nintendo Direct! A goddamn Nintendo Direct. For those of you who may not know what a Nintendo Direct is, then for shame… but yeah, a Direct is a video that Nintendo releases every couple of months highlighting new games and such. It’s pretty crazy that our little makeshift “Smash Bros ripoff” game has reached this far. You can see our 3 seconds of fame below!

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Anyway, back to business, or at least something vaguely resembling coherent text… 

 

EGX Rezzed 2017

We were incredibly zombified after exhibiting at EGX Rezzed 2017. Our leg bones became dusty as chalk, our brains as mushy as peas and our spirits crushed like our enemies… well actually the last one is a lie, as our spirits were highly elevated due to us having a good time. Being on Nintendo’s Nindie booth was such a pleasure, as we received so much more human traffic that we usually receive…

Some people’s first experience with the Switch was De Mambo. That’s quite bizarre to consider that people have played De Mambo before Zelda on Switch!

We’d like to thank Nintendo UK for allowing us to exhibit with them, all the amazing Nintendo staff and most importantly, pizza for sustaining us indefinitely… and I suppose we should thank the mass amount of people who came and played De Mambo at Rezzed.

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Bit Summit 5

If you happen to be in Kyoto on May 20-21st, then why not head to Bit Summit in Kyoto where Nintendo will once again violently chain De Mambo down and let the Japanese public experience the full pleasure it has to offer.

Find out more about Bitsummit 5 here!

 

The End is Nigh

So, after what has seemed like a millennium of disgust, we are right near the end. It’s finally time. We’re targeting Summer for release, so very soon… Switch De Mambo will be completed, and we will begin the slumber of a thousand sleeps… well, that’s the dream anyhow!

Please enjoy this barrage of De Mambo Switch pictures and videos and until next time, godspeed.

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Things we love this month…

Nintendo Switch
Zelda: Breath of the Wild
Carl Jung
Samurai Jack
Rick and Morty Season 3 premier

 

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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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.