Get nine new indie game demos on Wii U eShop ⊟ 

They’re only available until June 22 for some reason, but this “Nindies@Home” promotion is fresh anyway! Demos for nine games featured at E3 are now available in a special section of the eShop.

The Mutant Mudds sequel Super Challenge is among the new demos, along with a few games I haven’t heard of (which is cool, because now I’ll get to try them!) And should I like any of the demos, the full games will be 15% off at launch for anyone who downloaded the preview.

This, this is how you do E3 demos for non-E3 attendees. Not this “only at Best Buy for one day” thing. I’m looking at you… oh, that’s also Nintendo. I’m looking at you, different part of Nintendo.

After the break, Nintendo’s descriptions of each game.

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“Publishing games on 3DS is hard. I give up!”

[Jools Watsham from Renegade Kid (Mutant Mudds) offers some advice to publishers and developers who are giving up on 3DS games, in this reprinted piece.]

“Publishing games on the 3DS is hard. I give up!”

That’s basically what I am hearing from publishers these days. “Only first-party games are selling on the 3DS,” is what they tell me. Hm, I wonder why that would be?

It wouldn’t have anything to do with the quality of the first-party games compared to the third-party games, would it? I doubt it would have anything to do with the marketing and PR efforts put into the games either. No, it must be the fact that first-party games use known brands and have the word Nintendo on them; nothing more.

You can bet your bottom dollar that if Nintendo’s games were handled in the same manner as most third-party publishers handle their own games, they would be in the bargain bin in no time.

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So! I splurged a little bit on eShop games last week and got a bunch of games and my favorite of the bunch by far is Mutant Mudds by Renegade Kid.

The gameplay isn’t too deep on its own (you walk, jump, hover, and shoot), but the precise platforming is a lot of fun and the game has fantastic replay value! The world design is solid and makes good use of the 3D effect and encourages a little bit of exploration as well.

Also the soundtrack is one of the best I’ve heard on 3DS so far. It’s got a really relaxing sound to it and a wonderful amount of depth in each track. Really catchy.

The game is a little short, but the difficulty is really well-balanced (if incredibly frustrating at times, but not due to poor level design) and it is VERY well-suited to short play sessions. I’ve been playing for about a week, maybe? I’m still only about halfway through. 

Anyway, if you own a 3DS you should totally get this game because it is good, it is a good game. And according to the website, it should be coming to PC eventually as well!

Screenshots are from the official site.

Download the OST from Renegade Kid’s Bandcamp site.

So a couple of days back I finished Mutant Mudds and godDAMN was it fun!
The music’s good, the gameplay is hard as hell but still fun and the nods towards the gameboy, virtual boy and commodore 64 are pretty cool too!
Game’s on the 3DS, WiiU and PC if you don’t have it yet.(you can also get it for your phone if you like touchpad controls) I think it’s still on sale on the 3DS as well!

Anyway loved the game, had to draw a big ol’ piece of fanart.

More eShop news: Ikachan, Mutant Mudds

eShop is hella busy today! Even more cool 3DS download related stuff has been revealed today, including a 3DS native version of Pixel’s still-upcoming DSiWare game Ikachan. It’s the same as the DSiWare version, but designed to run in the 3DS’s native resolution.

“So after seeing how Cave Story turned out with pixel-perfect art AND the 3D stereo effect, I thought we should do the same for Ikachan,” Nicalis said on its blog. “That way, both DSi players and 3DS players can both enjoy a native experience.”

In addition, the update for the 3DS Mutant Mudds to add the 20 new levels from the PC version is coming to Europe October 18 and North America October 25. It’s free!

Buy: Nintendo 3DS and 3DS XL consoles
See also: More eShop news and media

Footage of Canceled Crash Bandicoot DS Game 

Apparently back in 2008, Activision had Renegade Kid (creators of Mutant Mudds) develop a demo for a Crash Bandicoot game that was supposed to be released on the Nintendo DS. Nobody had really heard about this game until now, when Nintendo World Report discovered the game and posted the footage of the demo (seen above) on YouTube. 



Mutant Mudds Deluxe on Wii U June 13

It’s a game on Wii U! That alone makes this news worthwhile, but Renegade Kid’s side-scrolling action-platformer is worth checking out even on consoles that offer choices.

This new version of the 3DS/iOS/PC game features all levels from previous versions, plus 20 new “ghost” levels. 

As you unlock each level in the “normal” world, its counterpart in the “ghost” world will be available too. New spectral enemies, haunting hazards, and a ghastly new ghost-shot power-up await you!

Meanwhile, on Wii U today, you can get Ghosts N Goblins half-off if you buy Mega Man X. Yes, Nintendo is still doing Virtual Console sales promotions,  which I just cannot believe. It’s finally happening. This is a very good step toward reinvigorating the Virtual Console! Another big step: more games.

PREORDER upcoming games

Mutant Mudds is getting an UPDATE!

Renegade Kid has announced today that 20 new Grannie levels from the PC version will be making their way to the eShop version. And yes the update will be free.

Don’t forget to help Renegade Kid reach their goal on Greenlight by voting for Mutant Mudds. It will help the PC version come to Steam and will also help fund future eShop titles.

anonymous asked:

Many people say that they want certain game franchises to have more variety, but you and several others have stated that adding variety for the sake of fixing things is what ruins alot of games. Even if there are various signs that prove what you ay is right, how come many people choose to ignore it? What I'm basically asking is this: Why do many people prefer quantity over quality?

It’s a lot of things. The classic argument is that as you get older, you have less free time and therefore less tolerance for things that waste your free time.

“Quantity” is almost universally translated to “Busy Work.” Find all the hidden gizmos, run around in circles a bunch, complete “hard mode” versions of things you’ve already done, and generally just fill time. Thoughtless, mind-numbing padding. Quests for the sake of having literally anything to do.

It makes for a good box quote. “150 hours of gameplay! A never ending quest! You’ll never have to buy another game ever again!”

And when you can only get, say, one game every 3-6 months, that’s awesome! You can wring every last droplet out of that world. Even if it’s kind of lame, it’s better than nothing, right? So if you’re being cheap, or your parents still buy games for you… the bigger, the better.

When quantity isn’t busy work, then it becomes like the Earthworm Jim 2 example I used, or like what Sonic games used to be. I speak from experience when I say that a lot of the hardest work in game development is just getting your game setup. Programming in player physics, control — the fundamentals. Actually building the levels themselves is actually the quickest and easiest part (relatively speaking).

But when you do something like Earthworm Jim 2, each level is almost like a separate game in to itself. What this means is that your “setup” development phase is likely exponentially higher. The team has to shift gears every couple of months as you basically have to re-write your entire game for every level.

Which, needless to say, is costly. Both from the perspective of time and from the perspective of budget. Corners inevitably have to get cut for you to make your deadline, which means everything ends up a little less polished. You might have tons of awesome ideas, but maybe the controls are a little off, maybe animation takes priority over having tight control precision, or maybe you don’t have enough time to fix that bug where the player falls through the world.

Game development resources are finite, meaning you can’t dedicate as much time to fleshing out and tweaking half a dozen different gametypes versus just focusing on one, singular idea.

Mutant Mudds is a fantastic example of this. That game is as simple as humanly possible, but it explores every single possible variation on the concept of jumping and shooting. It may as well be a text book in “doing a lot with a little” game design. It has a laser-focus and was polished to a mirror-sheen.

But bigger numbers are better. You gotta have that box quote, and yours has to be better than theirs.

It’s all about width versus depth. Either you have a lot of things that are shallow, or you have one thing that’s really deep and complex.

You can’t really have both. Not without spending way too much money and 5+ years in development. The real challenge most game designers face is finding the right balance of width and depth. Everything in moderation.

There are definitely people out there who appreciate quality over quantity, though. You just have to look in the right places. And usually, they seem to be older, more experienced gamers who have had their fill of “busy work.”

Mutant Mudds, wigglepic edition (made with 3D Porch). This is one of a set of .MPO format screenshots you can view in 3D over at the Renegade Kid website, using the 3DS browser.

If you have a good memory or a link to our Mutant Mudds tag page, you’ll recognize these as a set of screens sent out in August – except for that 3D business.

Buy: Nintendo 3DS (Flame Red, Black, & Blue)

Find: Nintendo DS/3DS release dates, discounts, & more

See also: More Mutant Mudds media