News Article

Popup Dungeon and Hover: Revolt of Gamers Both Join The Kickstarter Ranks

Posted by Jake Shapiro

Both campaigns promise Wii U support if $100,000 stretch goals are reached

Two of the most promising potential Wii U Kickstarter campaigns are now in full swing this week. With $100,000 stretch goals for Wii U support in both projects, let's take a look.

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Texas-based studio Triple.B.Titles brings us Popup Dungeon, "a roguelike papercraft RPG that lets players create any weapon, ability, enemy, and hero they can imagine." As its title implies, this turn-based dungeon crawler features a pop-up book art style and an infinite number of unique procedurally-generated dungeons. It includes a Dungeon Master Mode, where one player acts as puppetmaster to other players' dungeon crawling experience. Triple.B.Titles believes this is a perfect fit for asymmetrical multiplayer on Wii U:

We own a Wii U ourselves and would love to bring Popup Dungeon to the system. Obviously, the prospect of having the Dungeon Master play on the controller's screen while the adventurers play on the main monitor/television is tantalizing!

We'll do our best to make this happen, but for the time being, it must remain a stretch goal.

There's a reason Popup Dungeon looks so polished: Triple.B.Titles already has experience successfully Kickstarting a game, with 2012's Ring Runner - Flight of the Sages. Popup Dungeon will be released via Steam for PC, Mac, and Linux, with Wii U as a $100,000 stretch goal. Triple.B.Titles has raised just under $30,000 of its $80,000 base goal as of this writing, with 27 days left. You can learn more and pledge your support for Popup Dungeon here.

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We've written a bit about Hover: Revolt of Gamers before. Developed by French studio Fusty Game and published by Midgar Studio, Hover is an open-world freerunning/parkour game inspired by Jet Set Radio and Mirror's Edge, with a soundtrack by Jet Set Radio composer Hideki Naganuma and support for Oculus Rift. The game takes place in a futuristic alien city with non-linear missions and persistent multiplayer; you can switch between single-player and multiplayer at any time.

Fusty Game explains why Wii U isn't a base goal for Hover:

We don't want to do a bad port of our game, the Wii U is an amazing console and it have [sic] specific devices like the gamepad that allow us to create something amazing for this console like asymetric [sic] gameplay and local multiplayer and that cost a lot more than simply port the game to other platforms.

Also the Wii U is by far less powerful than XB1 and PS4 and have [sic] less memory, also our engine is not in the same version on PC/PS4/XB1 the Wii U version is an older version, we are already working on Wii U but for all that reasons and the asymetric [sic] gameplay we want to create, the Wii U version IS another version it require us to "recreate" the game especially for Wii U when other platforms is basically a one button export, and that justify the very reason of the goal, it's a real challenge and it deserve to be a higher goal.

Hover: Revolt of Gamers has been in production since October 2013 with a tiny development team of just three people, which makes its gorgeous 3D cel-shaded cityscapes all the more impressive. It will release on PC, Mac, and Linux if the campaign reaches its base goal of $38,000 — the Wii U target is $100,000. The team has raised just over $18,000 as of this writing, with 31 days to go. You can learn more and pledge your support for Hover: Revolt of Gamers here.


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User Comments (37)



Tops said:

I don't think it's unreasonable to say that both games' WiiU version stand a chance, so that's good



MixMasterMudkip said:

Hover looks amazing, IMO. Granted, I'm a huge Jet Set Radio fan. Also, the fact they have the composer for those games on their team has me even more excited.



IronMan28 said:

Yeah, I'm a little peeved about Hover not having Wii U as a base goal, they act like on the couch MP is going to be THAT hard to do. Seriously, 60K more is ludicrous.



element187 said:

How can a port costs more than two times the entire game? All of the time consuming and most expensive part of the development is done, which is the asset creation.... I think Wii U owners would prefer just to have the game over the "gamepad features" if it means it might not come, so this canned PR answer is silly.

How about adding a Wii U port to the main kickstarter campaign and making special gamepad features as a ridiculous stretch goal? Oh? Would that be less shady? My bad.



IronMan28 said:

@Element187 I'm very glad that I'm not alone on this. Then again, a publisher might pick this up and put it on Wii U anyway, sort of like Citizens of Earth. Either way, I'm not backing it because they decided to screw Wii U owners.



Kaze_Memaryu said:

Popup Dungeon isn't my thing - it's one of those games which overdo the silly visuals.

But HOVER got me interested now. Granted, the WiiU stretch goal is somewhat unreasonable, and their insistence on utilizing the Gamepad creatively isn't really necessary (just put a map or keyboard for chatting on it, that'll do), and putting it as the last stretch goal instead of adding something else beyond for all platforms makes it even harder to reach, since not every WiiU owner/fan/supporter is willing to back it.
But the project was only just relaunched, so they might change it (I suppose 60.000 - 70.000 would be the most reasonable goal for WiiU support).



aaronsullivan said:

@element187 and @Daisaku36
Did read an entirely different quote from the developer or are you just willfully ignorant of what was said? Just because you don't understand doesn't mean someone is out to get you. The developer has no obligation to you or Wii U owners to start with and it's not like they are going to charge some extra amount to anyone who wants the game.

Making money as an indie developer is extremely hard and even developers of huge million-plus-seller games seem to go out of business all the time. The Wii U platform is not a great match for them for an easy port, as clearly explained and ignored by you.



IronMan28 said:

@aaronsullivan, except they're already working on a Wii U version, allegedly.
Taken from the article:
"we are already working on Wii U but for all that reasons and the asymetric [sic] gameplay we want to create..." So they're charging us more for a game they've already decided to start making? I don't get why they're acting like adding a few "extra" features while "downgrading" it warrants an extra $60,000.



Action51 said:

These "kickstarter" drives are starting to get out of hand.

They are acting like the major third party developers and essentially demanding no risk be taken to publish a game. $100,00 is a lot of money to just say you'll port a game. Then there is no guarantee the game will be good, and they already have their they have low risk and only more reward to think about.

I dunno...



Retro_on_theGo said:

Ugh. Don't make use of the Wii U's "uniqueness" if it's gonna make it a hassle to port it over. Just do the working around for the system and forget the asymmetric gameplay. It would suck for people not to be able to play it at all for those that only have Wii U.



TheWhiteFalcon said:

Yeah...they're not exactly appealing to me as a Wii U owner by telling me we'll get a last gen port, and only if we pony up an extra $62,000 for it.

I think I'm going to pass.



CthulhiGames said:

As an indie developer myself (working on title by myself, ive done my research) I can say that the whole KS scene isnt being utilized to its full potential by the Hover team. You see, if they were to market the game as an exclusive for the WiiU they would likely have been funded several times over by now (probably), or even if they were to target just the PC and WiiU simultaneously through Unity they they would not need such an erroneous stretch goal, because everything would be covered in the base goal, multiplatform is not always the best way to go (this is my opinion). And what the hell ever happened to KS projects keeping their stretch goals a secret huh? This is what partially made them so addictive in the first place. Checking back everyday (every 30 seconds in my case) to see how much closer we were to attaining the next goal would drive more people to spend more money, and spread the word more. If a specific market of people is hesitant to back because the stretch goal is so far away, you are probably doing something wrong somewhere.

Now they are just like BAM! here is everything we have planned with nothing interesting to add later.



Csaw said:

@arkady77 its their money. They're free to spend it however they want. I already funded hover but I agree that asking for $100,000 for a downgraded port is ridiculous, especially when you consider that one of the earlier stretch goals for the game is doubling the size of the city.
I'll fund it for now but if I think the wii u stretch goal isn't going to be met then I'll pull out.



aaronsullivan said:

@Daisaku36 "They're charging us more..." No they aren't.

Why is it so offensive to people that some indie kick starters want to give Wii U a chance? Also, it's $20,000 higher than the goal below it, not $60k like some are suggesting.

How are gamers dedicated enough to follow game sites and comment regularly so incredibly out of touch with the costs of making games? Why should a developer release a game on a platform that no one will "pony up" money for?

The mysteries of life that Kickstarter unearths. Maybe all this reactionary weirdness is just a beneficial part of the learning process as people begin to see the industry from a different perspective than the gamer who just wants everything cheap but perfect and on their platform.



aaronsullivan said:

@Csaw I don't think the word "downgrade" is a fair way to describe working hard to make a game run well on a slower system and finding ways to make it more fun in the process. It's certainly more difficult than targeting a more able system.



Csaw said:

@aaronsullivan there is no denying that the wii u is a weaker system, so no matter how hard they try they are absolutely going to have to "downgrade" it. Also I wouldn't say putting the Wii U stretch goal last is giving it a chance. It seems more like an afterthought. They could have at least put it before the stretch goal to double the size of the city



EOTW said:

@Csaw I disagree. I think that any stretch goals for overall improvement of the game should always come before ports. Don't get me wrong; I'd love to play Hover on Wii U, but I would settle for PC if it meant a more fully realized game.



Csaw said:

@EOTW as someone who doesn't have a gaming pc and has no plans to own any of the other next gen systems in the immediate future, I disagree with your disagreement. Let's just agree to disagree



Tsurii said:

I was intrigued when I read "rogue like", but that trailer really pulled me in. Pop-up Dungeon looks AMAZING :3
Gonna back and hope, that it'll reach the 100k mark. I don't know too much about all that KS stuff, but 30k $ in 3 days is pretty impressive, right? I doubt they'll keep THAT good of a momentum, but it definitely looks good so far imo.

man..I'm kinda hyped for it now. xD
I really, really love games like that ^.^



Peach64 said:

Geez, they're not asking for $100,000 for the Wii U port, that covers EVERYTHING up to that point. As was pointed out, the Wii U version is only $20,000 beyond the previous goal, and $20,000 for a port is ridiculously cheap.

I really do not understand the hate KS gets on here. Nobody is forced to give anything. The whole system is set up so people that really, really want to see a game made can help make that happen. How is that bad? I see people saying why don't these devs use their own money, but that's not how it works. Developers don't have huge piles of money, that's why publishers exist. The problem with publishers is they also want to interfere, and KS allows them to be eliminated from the process.



aaronsullivan said:

I think it just comes down to lack of perspective and a general feeling of entitlement. It's such an encouraging trend to see the Wii U popping up on Kickstarter stretch goals at all.

All of us who invested in the Wii U certainly wish it was a gold mine for developers deep enough to mine for a decade, but it simply isn't.

All the Wii U has going for it right now is the tremendous pedigree of Nintendo and, for those who give it a chance, a great new way to play. Easily the best option for one-couch-multiplayer. When most indie developers get excited about it, it's for those reasons, not the $$$.

(Maybe Mario Kart and Super Smash Bros. will help settle whether the majority of gamers even care about one-couch-multiplayer anymore.)



LztheQuack said:

@aaronsullivan Actually I agree with them. It does seem ridiculous to have such a high stretch goal. I don't think dev kits are nearly that much (~couple thousand?), so why do they need $60,000 to produce a port?



aaronsullivan said:

@Unca_Lz They aren't asking for $60,000 to produce a port, they are asking $20,000 (actually ~$18,000 after kickstarter/paypal take 10%) and buying a dev kit does not make a port for you. If two people work on it for 6 months how much should they make, do you think? Target delivery is actually a year away, so...



Wonky_Kong said:

Well, Hover looks outstanding, but theres no way im getting this for WiiU. I have a powerful gaming rig so the graphics will just be that much nicer. Also, first person games are way more sluggish on consoles than PC, joysticks can't match the precision of a mouse.

Im not knocking the WiiU, but this isn't kind of game i'd buy for it.



JaxonH said:

Mighty No 9 had PS4 and X1 stretch goals at around the 3 million dollar range, with 3DS and Vita stretch goals even higher than that. And that's a 2D platformer.

100k is pocket change for a Kickstarter project. We've just been seeing alot of super ultra cheap Kickstarter goals lately, which puts things out of perspective. Games like Cult County that ask for 500k are more along the lines of a normal goal than the little 15k projects, the little "el cheapo games"...

Let the market decide. If there's a large enough demand on Wii U, then the stretch goal will be hit and we'll get the game. If the stretch goal isn't hit, then there simply weren't enough Wii U owners who were interested. Personally, I'm not sure if this is one I'm gonna back, but I might. If it hits over 60k I'll probably pledge to help swing that Wii U stretch goal.



andrea987 said:

@aaronsullivan "
Taken from "The Nintendo eShop Is Like Paradise, Says Image & Form's Brjann Sigurgeirsson" :
"This may sound strange, but the Nintendo eShop is like El Dorado in more senses than one. There are nuggets everywhere, the (customer) people who hang out there are laidback, knowledgeable and friendly, and it hasn't been invaded by greedy, cheapskate (developer) conquistadores who insist on trading glass beads for gold, making shallow games with a minimum of effort and yearning to race us to the bottom.
Sure, we weren't the first ones on the scene. But other studios we’ve talked to that develop for the eShop feel the same."

And who cares if the "majority of gamers" likes something or not. Unless you missed the last 15 years or so, you'll have noticed what sells to gamers (not talking about casuals, here), and that's not Nintendo. It's competitive sport games and violence, mainly. Again, who cares? As long as enough gamers will enjoy their titles, Nintendo will keep making them. And yes, Wii U is been selling horribly compared to last gen systems. Is still selling enough though, and no doubt will be selling more, to warrant those gems, both from Nintendo and other devs, indies or not. Enjoy!

  • Sorry for the small rant, not particularly addressed to you, but to the general nay-saying going around here (and not just here, of course).


aaronsullivan said:

@andrea987 Well I did say it wasn't a gold mine a couple posts back so when I saw the article I thought it was pretty funny. He's essentially speaking from his good experience on the 3DS eShop though, right?

"[The Wii U is] still selling enough though, and no doubt will be selling more, to warrant those gems, both from Nintendo and other devs, indies or not."

Here I hope you are right, but if you asked Iwata san I don't think he'd say Nintendo is selling enough Wii U's. He was hoping for SO much more at end of 2013 and it was far from the goal.

I'm personally completely satisfied with the Wii U and the games and very excited about what's coming. Market realities are harsh, though.



andrea987 said:

@aaronsullivan Well, thankfully WE don't have to worry about sales. Games keep getting announced for the console, so happy gaming!
Only thing consumers should be concerned about are bad practices like paywalls, subscriptions, forced DLC and so on (I'm a huge Sony fan, so not having a go at them here, just saying).

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