I'm pretty excited for this one. I'm always down for a new puzzle game, and this seems like a unique twist on an established genre. I haven't played the mobile version, so I'm going in fresh!
This is a Bowser Blind Preorder. What does that mean?
It means that no images of the final product are being shown at this stage. It is to allow for expensive items to have a 12 month flexipay plan that isn't usually available without a blind preorder.
When will I see the final images?
There is no fixed time line, but we hope within 3-4 months of Bowser's Blind Preorder going live i.e when it's Bowser's real launch.
Ok - how long will this Bowser Blind Preorder last?
2 weeks. We will stop taking orders on the 1st September 2017.
Will there be a wait list after the Bowser Blind Preorder close?
No, there will only be a wait list after Bowser's real launch closes.
Will product numbers be assigned during this Blind Preorder?
No, they will be assigned when the Bowser's real launch happens.
So when is Bowser's real launch happening?
We hope within 3-4 months of Bowser's Blind Preorder going live.
How will the product numbers be assigned on Bowser's real launch day?
When we open the launch, those that have Blind Preorders will need to action their low number request via a website form. That will allow for them to get their number position.
But isn't that not fair for those who wait for the real launch and have to enter in their credit card info? It would be much faster for the guys who have a Blind Preorder to fill in the form.
We've taken that into consideration so we will open up Bowser's Real Launch on the Preview Friday through to the Preorder Tuesday. That will mean that every customer will therefore be in the same situation when it comes to going for their number position.
What is this form you're talking about?
We will have more information on that when it comes to Bowser's real launch. We will be emailing everyone body who places their blind preorder too when we have more info.
After the real launch, how long will the preorders continue for?
The preorder window will open for a further two weeks.
How many flexipay options will be available on Bowser's real launch?
There will be 9, 7 and 4 month flexipay options. The 12 month plan is only available for the blind preorder.
Ok, I'm down to Blind Preorder Bowser - but what happens during Bowser's real launch (and after you reveal the pictures), that I dont like it and wish to cancel? Will there be any cancellation fee?
No, there will be no cancellation fee as long as you cancel before the 2 week real launch preorder period closes. After the 2 week Bowser real launch closes, if you cancel then, you will lose your NRD (Non Refundable Deposit) and flexipay cancellation charges (depending on numbers of payments made)
Got it. Now let's say I Blind Preorder Bowser now, and then I dont do anything during the real launch - is my order still confirmed?
Yes it is - you dont need to do anything as we will continue to take your payments.
How about Day One edition? If I Blind Preoreder Bowser now, will I get a Day One Edition?
No, you will need to be around when Bowser's real launch happens and enter in the website form (which is the form you fill in to confirm your number position).
Perfect - so what's the regular and exclusive difference?
This will be revealed at Bowser's real launch. You could always preorder both and cancel one without penalty if you're not sure on which one you want to go for.
Introducing the third in the Super Mario line, First 4 Figures is proud to bring you the Super Mario - Bowser Statue for the ultimate Super Mario - Bowser fans out there.
The package includes the following:-
TO BE ANNOUNCED AT A LATER DATE
BLIND Pre-orders for this edition are only available until Sept 1st 2017.
At the Alola Photo Club, you can take pictures with your Pokémon. You can choose from a variety of poses for yourself and your Pokémon and also freely control the composition of the shot, including the angle, and position of the subjects in the scene. By taking pictures with your Pokémon, you can deepen your friendship even more! After you’ve taken your picture, you can decorate the shot with various stamps and frames and share the finished result with other players using the communication features of the game.
BUTCHER is a fast-paced 2D shooter and a blood-soaked love letter to the cult classics of the genre. As a cyborg programmed to eradicate the last remains of humanity, your sole purpose is to well... annihilate anything that moves.
So grab your weapon of choice (from chainsaw, through shotgun, to grenade launcher) and kill your way through underground hideouts, post-apocalyptic cities, jungles and more. And if you're feeling creative, there are plenty other ways of ending your enemies' misery - hooks, lava pits, saws... no death will ever be the same.
If kicking corpses into a lava pit and adorning walls with blood is your idea of a good time, BUTCHER is THE game for you.
Ultra-violent uncompromising carnage in the spirit of Doom and Quake (chainsaw included)
Release your inner artist, paint the walls with (permanent) blood (up to 4 million pixels available to be painted per level)
Use the environment (saws, hooks, lava pits, animals and other) to brutally dispose of your enemies
Put your reflex and patience to the ultimate test
Choose from an array of weapons (featuring classics like chainsaw, railgun and the deadly grenade launcher)
Adorn more than 20 levels with the insides of your enemies
Soak in the dark atmosphere reinforced by a wicked, heavy soundtrack (while you kick corpses around)
Die painfully: melt in lava, become piranha food, get crushed by heavy doors... and more!
Absolutely no mercy for anyone!
In a land filled with Penguin Vikings, Wurst Zombies, and Hipster Ice Giants, survival is an art. Fortunately, an ancient champion with an elegant weapon has been summoned to please the gods and restore balance to the universe.
Grab your lightspear, become a Germonaut and traverse through lands straight out of Germanic myths. Survive with style and expand your powers to fight for the glory and amusement of the almighty gods.
AIM. SHOOT. KILL. DIE. THE LICHTGODS DEMAND IT.
Ah, the strange things people think up in their free time. Apparently pretty much everything works, minus the d-pad. Now let's see someone using a dance mat! Thanks to Cmercur for the heads up!
A portion of a NindieSpotlight interview with David Amador of Upfall Studios...
NS: Having ported Quest of Dungeons to so many platforms did you do a good job of writing your initial code to make moving it around as easy as possible or was that not necessarily a part of the original plan and you've gone to some trouble to get it working everywhere?
DA: I have a clear distinction between the engine code and the actual game code, as far as the engine code goes, I made it flexible enough to support adding the other platforms, and never got into much trouble. I would say the Nintendo 3DS version was the most problematic one but mostly due to the hardware specs. The other ones were relatively smooth.
As for the game code, well that was a bit more "nightmarish", as I mentioned before I initially thought the game as touch only, that meant all UI had to be remade, but I still needed to support game controller and touch because of existing platforms. I realized that what made the mouse/touch work wasn't exactly ideal for controller and vice versa. I spent nearly a year rewriting a lot of stuff and adding a bunch more content to the console release, and now it's much better but it's still something I feel like I planned poorly. But after that it's not relatively simpler to make a port. I got the Switch version running in less than 2 weeks (not optimized or 100%), I just spent the rest of the time optimizing, tweaking and adding more content.
NS: Having released the game previously on other Nintendo platforms would you say you've seen anything different in Nintendo's approach with the Switch overall with you as an indie developer? What are your thoughts on the tools and mechanisms for developing on the Switch in general in comparison to the DS and Wii U platforms?
DA: Yes, I think having worked with Nintendo helped as I could skip the introductions step and I already knew the process. I'm very impressed with the tools they are making available for devs, from early stages they are already better then Wii U and 3DS, I can't get into details but let me tell you there is a big difference, and I'm not just saying this to sound good.
Thanks to HappyDude633 for the heads up!