@deKay yes, the game has been tweaked a lot since its original release and we got a lot of those tweaks. The last level is still very tough, but not impossible
@Emblem nope, that was way to difficult to implement since the code was based on our iPad version, that obviously didn't have any non-touch/pointer based controls.
@brandonbwii this version features local multiplayer, not online. The original version also didn't have online play. We obviously thought about online play as well, but the current development already took 4 months and adding online play could easily take another 6 months. Yes it is THAT difficult! And at the incredibly low price we are selling it for, we couldn't justify the additional dev time. But I personally love the game the way it is now, even without the online play. Hope you guys will too!
@Raylax we didn't built everything from the ground up. Our engine has been in constant development since 2005 and we used this engine as a foundation for TT2.
However what we tried to accomplish with TT2 was something so new for us, that we had to create a new game from the ground up. We couldn't just use Toki Tori and use that codebase for a sequel. The game was completely different. Even if we had used a 3rd party engine like Unity (which wasn't even possible since Unity didn't run on the Wii U properly at the time), we still had an enormous task in front of us to create that game in it.
In the end it has been a combination of factors that led to the downfall. TT2 took way longer than anticipated for numerous reasons, definitely not just the tech. The Wii U under performed. The audience changed: a lot of people don't "get" tough games like TT2 anymore, they simply want a quick bite that is easily consumable. Not something that requires a lot of effort of their grey mass and patience. And finally, devaluation of games. Thanks to the App Store, Steam sales and Humble Indie Bundles, games are becoming cheaper and cheaper. A lot of people buy them during sales and have a back log of dozens of games. Resulting is a smaller attention span: if it doesn't hook you immediately, you're off to the next game. And this is something we didn't really realize. If people don't play your game long enough to fully appreciate it, the creation of a buzz is nigh to impossible. Before people really start to enjoy TT2, they have spent an hour or two on it. In the "old days" people did that. Nowadays they don't. And we failed to see that.
As you can see there are tons of reasons as to why this went wrong (and I haven't even covered them all). There is no single reason for our "death", there were more and we'll provide more details on that, once we get things running again.
@gatorboi352 Actually it underperformed across the board. Steam too hasn't been the same the past years as it used to be. On that platform people only seem to buy games when they're heavily discounted (70+ %) and at that point as a developer you hardly make a dime.
@bluezealand good question! I don't think it is possible for us to know (technically) of someone already owns the Wii version. But the Wii U version will definitely be cheaper (and better!) than the WiiWare version anyhow.
We see the exact same thing with Toki Tori 2... If people get stuck, they tend to post it on Miiverse instead of letting their grey matter take care of the problem.
I think the attention span is just a lot shorter these days. I remember being stuck on Maniac Mansion or Monkey Island or similar games for days. And when I finally found the solution, I could dance for days
1. we got 3 difficulty levels, easy medium and hard... And I can assure you, there are some really tricky puzzles in there 2. We added a special score mode to the rubik's cube as well, which can be seen as a different game. Basically you need to match the patterns on the frontmost side. Apart from the normal cubes, the score mode also has leaderboards. 3. Yes I am, Collin is not 4. Most definitely, we added a nine step tutorial to the game 5. We're still debating about it 6. Too much work
Thanks for all the positive "I buy this right away" comments
@Kokstra: Excellent observation, I blatantly copy/pasted it It was a perfect description of the game, so no need for me to write a new/different story. It indeed saved me some time.
Comments 28
Re: Two Tribes Announces New 2D Shooter, RIVE
@RogueBologna it will most probably have both: levels/missions in a bigger world
Re: Review: Swords & Soldiers (Wii U eShop)
@deKay yes, the game has been tweaked a lot since its original release and we got a lot of those tweaks. The last level is still very tough, but not impossible
Re: Review: Swords & Soldiers (Wii U eShop)
@capndrake thanks for the great review (and score)
Re: Swords & Soldiers HD to Invade the Wii U eShop on 22nd May
@FineLerv yes it is!
Re: Swords & Soldiers HD to Invade the Wii U eShop on 22nd May
@cmk8 we are very happy with the result
Re: Swords & Soldiers HD to Invade the Wii U eShop on 22nd May
@Emblem nope, that was way to difficult to implement since the code was based on our iPad version, that obviously didn't have any non-touch/pointer based controls.
Re: Preview: Swords & Soldiers HD
@memoryman3 we didn't Ronimo did. They should've asked us
Re: Preview: Swords & Soldiers HD
@faint with 4 months of dev time, I wouldn't call this quick Also Publishing never got shut down
Re: Preview: Swords & Soldiers HD
@brandonbwii this version features local multiplayer, not online. The original version also didn't have online play. We obviously thought about online play as well, but the current development already took 4 months and adding online play could easily take another 6 months. Yes it is THAT difficult! And at the incredibly low price we are selling it for, we couldn't justify the additional dev time. But I personally love the game the way it is now, even without the online play. Hope you guys will too!
Re: Preview: Swords & Soldiers HD
@shaneoh crap! Which games did you play? Ok tell me how can we make our games more interesting to you?
Re: Two Tribes Development Studio Shuts Down and New, Smaller Company is Formed
@Raylax we didn't built everything from the ground up. Our engine has been in constant development since 2005 and we used this engine as a foundation for TT2.
However what we tried to accomplish with TT2 was something so new for us, that we had to create a new game from the ground up. We couldn't just use Toki Tori and use that codebase for a sequel. The game was completely different. Even if we had used a 3rd party engine like Unity (which wasn't even possible since Unity didn't run on the Wii U properly at the time), we still had an enormous task in front of us to create that game in it.
In the end it has been a combination of factors that led to the downfall. TT2 took way longer than anticipated for numerous reasons, definitely not just the tech. The Wii U under performed. The audience changed: a lot of people don't "get" tough games like TT2 anymore, they simply want a quick bite that is easily consumable. Not something that requires a lot of effort of their grey mass and patience. And finally, devaluation of games. Thanks to the App Store, Steam sales and Humble Indie Bundles, games are becoming cheaper and cheaper. A lot of people buy them during sales and have a back log of dozens of games. Resulting is a smaller attention span: if it doesn't hook you immediately, you're off to the next game. And this is something we didn't really realize. If people don't play your game long enough to fully appreciate it, the creation of a buzz is nigh to impossible. Before people really start to enjoy TT2, they have spent an hour or two on it. In the "old days" people did that. Nowadays they don't. And we failed to see that.
As you can see there are tons of reasons as to why this went wrong (and I haven't even covered them all). There is no single reason for our "death", there were more and we'll provide more details on that, once we get things running again.
Re: Two Tribes Development Studio Shuts Down and New, Smaller Company is Formed
@Of_Folsense you still can and help our newly founded company
Re: Two Tribes Development Studio Shuts Down and New, Smaller Company is Formed
@gatorboi352 Actually it underperformed across the board. Steam too hasn't been the same the past years as it used to be. On that platform people only seem to buy games when they're heavily discounted (70+ %) and at that point as a developer you hardly make a dime.
Re: Review: RUSH (Wii U eShop)
@sinalefa I'm colorblind too but I made sure the designers chose colors that even I could distinguish
Re: Two Tribes Aiming To Release Toki Tori On Wii U eShop Before October Is Out
@Steveovig even better: $1.99
Re: Two Tribes Teases New Title While Describing Toki Tori 2+ Level Editor as "In The Fridge"
Hi all,
Time to give an official statement about this matter Read all about it on our blog:
http://twotribes.com/message/wii-u-level-editor-on-ice
Feel free to ask away!
Re: Toki Tori 2 Miiverse Drawing Contest Flies Into Its Second Half
@sjoerd well, that's what he's doing there
Re: Developer Interview: Two Tribes on Toki Tori 2's Adventure So Far, and What's Still to Come
@bluezealand good question! I don't think it is possible for us to know (technically) of someone already owns the Wii version. But the Wii U version will definitely be cheaper (and better!) than the WiiWare version anyhow.
Re: Miiverse: Super Metroid - Too Taxing For Today's Gamers?
We see the exact same thing with Toki Tori 2... If people get stuck, they tend to post it on Miiverse instead of letting their grey matter take care of the problem.
I think the attention span is just a lot shorter these days. I remember being stuck on Maniac Mansion or Monkey Island or similar games for days. And when I finally found the solution, I could dance for days
Re: Developer Interview: Two Tribes on Toki Tori 2's Adventure So Far, and What's Still to Come
Thanks guys for all the kudos! If you need more answers from me, just ask away!
Re: Review: Rubik's Puzzle Galaxy: RUSH (WiiWare)
Yup, there are more after hard Good luck Drake and thanks for the great review!
Re: Rubik's Puzzle Galaxy: Rush Official Trailer
@10 Let me answer those for you
1. we got 3 difficulty levels, easy medium and hard... And I can assure you, there are some really tricky puzzles in there
2. We added a special score mode to the rubik's cube as well, which can be seen as a different game. Basically you need to match the patterns on the frontmost side. Apart from the normal cubes, the score mode also has leaderboards.
3. Yes I am, Collin is not
4. Most definitely, we added a nine step tutorial to the game
5. We're still debating about it
6. Too much work
Re: Nintendo of Europe Announces WiiWare and DSiWare Plans for the Rest of 2009
Hey what's this.... they forgot to include our title Rush!
Re: Top 20 WiiWare Games in America (20th August)
Thanks for all the kuddos guys! It's unfortunate that Toki Tori has dropped below position 20. But... we haven't given up on it yet
Re: Top 20 WiiWare Games in America (30th July)
@Mickeymac "Toki Tori has an awful video, so people never got interested in that [...]"
Which video are you referring to?
Re: Toki Tori Coming To America On Monday!
@Stratos: 100 Wii Points in the Euro zone = €1.00 = approx $1.55
Re: Review: Toki Tori
Thanks guys for all the positive feedback on the game, that's really appreciated!
Re: Two Tribes Interview - Toki Tori
Thanks for all the positive "I buy this right away" comments
@Kokstra: Excellent observation, I blatantly copy/pasted it It was a perfect description of the game, so no need for me to write a new/different story. It indeed saved me some time.
Cheers