Yooka-Laylee enters Switch-specific testing

Let's hope all goes smoothly and we end up with a release date soon. I'm doing my best to hold out for the Switch release to play!

Yooka-Laylee Kickstarter update - Switch version progress

We know a lot of Nintendo fans have been waiting patiently for news on the Nintendo Switch version of Yooka-Laylee. To thank you for your support, here’s a glimpse at what a Lizard and Bat look like between a pair of Joy-Cons:

Making the Switch

As our first significant game update nears completion, we will soon be entering the Nintendo Switch-specific testing phase. And hopefully, if our test team doesn’t break it too badly, we’ll be in a position to deliver you a final release date shortly after.

We’re also pleased to confirm that all of the important additions and changes contained in our upcoming game update will be included on day one in the Nintendo Switch version of Yooka-Laylee, in addition to the ability to play on the go!

Thanks again for your patience. We're looking forward to putting Yooka-Laylee for Nintendo Switch in your hands!

Thanks to DonutMuffin for the heads up!

Playtonic shares thoughts on Yooka-Laylee's release, reaction from public/critics

A portion of a Game Informer interview with Playtonic's Andy Robinson...

Game Informer: Looking at the final product of Yooka-Laylee, how do you feel about what you set out to accomplish versus what you did accomplish?

Andy Robinson: The team is really proud of what we've accomplished in such a short amount of time with a tiny (but experienced) team, especially considering we had to build a company at the same time! Not long ago we sat in a tiny office the size of a gent's toilet, and now we have an incredible group of creators and our debut game on the shelves – made possible 100 percent thanks to our Kickstarter budget.

Yooka-Laylee is the type of game that we wanted to make and it's gratifying to see the positive response from Kickstarter backers. Thanks to them we're now in a really strong position to make even better games that appeal to them in the future (which of course means lots of colors and fart noises).

Game Informer: What has the feedback looked like from your end?

Andy Robinson: It seems to confirm that we delivered what we promised to our fans and backers. It's difficult to please everybody all the time of course, but the comments we've seen – good and bad, and there were a lot of really positive reviews – suggest that fans of golden age 3D platformers will enjoy Yooka-Laylee a lot. Of course, we take all constructive criticism on board, which is why we've already released a patch to further improve things like performance and polish, and we're continuing to do that behind the scenes.

Game Informer: Did you expect it to be as critically divisive as it was? Why do you think it ended up like that?

Andy Robinson: We did – but perhaps not quite as broad as it ended up! We set out to make a '90s- inspired platformer for fans who missed the experience those games offered; an open-world style of platforming where the adventure is just as important as the jumping about. We had a clear mandate for Yooka-Laylee via our Kickstarter and while that wasn't a blueprint that would necessarily appeal to everyone, it's pleasing to see so many people enjoying Yooka-Laylee as much as we did making it. It's been a big maiden success for us and we're excited for the future.

Playtonic continues work on Yooka-Laylee for Switch, details the game's next big patch

In the days since launch – and as we work with speed towards the Nintendo Switch – the dev team has been frogmarched back down into the development mines to uncover our next big game update, which will add significant improvements and introduce some of the most requested features.

That means stuff like the optional ability to skip dialogue faster, bypass cutscenes or reduce those pesky gibberish voices, which should please the speedrunners among us. We’ll also be adding a sprinkling of design polish throughout the adventure and by popular request, changes to how the camera operates (gif the image on this page a look).

You can expect a more detailed breakdown of the game update in the coming weeks, as we continue to tinker around with the coding furnace. Until then, here’s a bit more of what we’ve been up to…

Fan-feedback and responses will help to make Yooka-Laylee better going forward, says Playtonic

Coming from Playtonic creative lead, Gavin Price...

“From a technical perspective, there [are] a few things that link together with all this. We’ve never been a multi-platform developer before and with regards to controls, you know, it's not until now we’ve realized we have all this feedback to respond to.

We’ve realized that actually we should be bearing in mind that the physicality of each platform’s individual default controller needs catering to. So in Unity, we kind of have the same kind of under the hood mappings driving each controller. Now we know, having never been through this process before and we don’t want to repeat the mistake going forward, we need to cater a bit more to specific hardware in that regard.

I think we’re desperate to show the game more love going forward as well because its great, the response we’ve had from those fans. They help make us who we are and [helped us get to] where we’ve got to so soon. Its only right that we keep talking with them.”

This bodes well for the Switch version of the game. That version should benefit from all the feedback players of the Xbox One/PS4/PC versions are dishing out. Now if we could only get a release date!

Playtonic explains why they chose Unity for Yooka-Laylee

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“There’s a hidden cost you don’t think about. When people say ‘I’ll just write this system myself.’ That means they’ll have to spend the next number of years supporting that system and answering questions about it.

Having other people do things or getting things off the shelf saves you a lot of time. The temptation is that you think “I can go in and make this thing better,” but being in production you forget that that’s going to take a long time. And you forget you have to QA it, and support it.” - Playtonic Software Engineer Chris Sutherland