On porting and meeting expectations

After announcing Ittle Dew 2 for PC, Playstation 4 and Xbox One, many have been happy the sequel is finally coming, but some have also expressed their disappointment in how it’s not announced for their favorite platforms.

Going back to the first Ittle Dew, we put it out on Steam (3 OS’s), DRM-free on Windows, OSX and Linux (across a handful of dist. partners such as GOG and Humble), iOS, Android, Ouya and WiiU. That’s a lot of platforms for such a small team as ours – we’re only 6 people after all. For each platform there’s a certain amount of added overhead such as implementing their special frameworks, certification, and especially maintaining updates. Even after release, it’s not always a straight-forward experience to put out a patch, someties it’s as much work as the initial certification. We were definitely spread too thin with so many platforms, so after assessing the launch of Ittle Dew we said to never again support so many platforms with one game.

Now for the sequel, when we looked at which platforms we wanted to support we decided based on two things – how “nice” it is to develop for (regarding devkits, SDK’s, Unity support, publishing process etc) and install-base/potential sales numbers, and decided on these three platforms.

We realize that if you for example bought the game on Wii U you would like the sequel on the same platform – it’s very understandable. However it’s also a bit discouraging for us to see our posts and announcements filled with comments of what it isn’t instead of what it is, when we’re only trying to make the best game possible and hopefully make our investment back. I’m also personally surprised to see so many requesting it for mobile – we honestly didn’t think those ports held the same level of quality as the others, plus they had inherent input problems. They also didn’t sell enough copies, so the decision to cut out mobile this time was easy.

There is a small chance that we’ll still put Ittle Dew 2 on more platforms than the announced ones, but we’re only exploring possibilities at this point.

XOXO
Joel

5 Responses to “On porting and meeting expectations”

I am goingthru Ittle Dew on my wiiu and love it so far. I just heard about ittle dew 2 and it is quite dissapointing seeing so many complaints on miiverse and unfulfiled promises of patches. i get it costs money and resources but it is obvious customers are always in the right of quality products. I just hope we see the game on NX and whatever skills you need to develop for match with the next nintendo platform were we the audience for this kinds of games usually are.

ghasfarost
2016-07-31

I would be perfectly fine with not having the sequel on Wii U, if you had actually FIXED the broken North American Wii U version of the original! You promised a patch more than a year ago, and we still have nothing!

Aquabat
2016-03-18

as a multi-console gamer, who also happens to be very active in all of the primary communities (Sony, Nintendo, XB), if you thought the Nintendo boys were harsh and difficult to deal with….wait til you get a taste of the Sony and MSFT guys…. LOL….. sometimes the grass isn’t always greener, LOL…but sometimes we have to learn these things the hard way. best of luck to you.
(rest assured i will support you on PS4, but i would’ve preferred to on WiiU)

Frank Clark
2016-03-11

Wii U is my game machine, and I reviewed Ittle Dew for Wii U some time ago, rated it 8/10 which is in my eyes a great score for an ‘ittle beautiful action-adventure. I’ll miss bloody Dew and her flying rat. ;'( You shouldn’t listen to the opinion of bearded Mii kids that don’t even have the game and have an heroic urge to defend Zelda from any look-a-like and put your game down. That’s expected. And maybe release in Germany for there is a bit of money to make despite the rating cost.

SKTTR
2016-03-11

I’m sorry to say I’m not familiar with your games, but a friend expressed dissatisfaction with not seeing the game go to Wii U and directed me to this response. After reading your concerns and your willingness to consider other platforms as a possibility, I have to wonder why you don’t consider kickstarter for those platforms. That way there would be minimal risk in releasing it.

Leave a Reply