Frequently Asked Questions
In short, yes. We've got big plans for Buddy & Me, including an illustrated, interactive storybook about how Buddy & the Boy met. But in the spirit of Kickstarter, and so our team can stay focused, for now we're going to concentrate on one project at a time.Last updated:
We'd like to release the game on as many touch mobile/tablet devices as possible, including Android and ebook (Nook, Kindle) hardware. Our engine, Marmalade, makes it relatively simple to support those additional devices.
However, at Sunbreak we want to ensure top-quality releases for all players. As a small team, it takes extra time and resources to test and optimize performance on additional hardware. So we're going to start with select iOS and Android devices first, then expand slowly over time.Last updated:
We're certainly open to it, and our engine supports it, but right now our assets and gameplay are focused on the best touch-screen experience possible. As with expanding to Android and other devices, we want to be mindful of our limited time & resources to ensure an optimized high-quality experience for all players on all hardware. So we're focusing on iOS first, before over-committing to additional hardware support.Last updated:
We set out to make Buddy & Me a game for everyone, for players of all ages, for guys and gals alike. The main character, "Boy", might be a child, but the game is about the child inside all of us. Family-friendly is about appealing to that inner child we all share, as opposed to only targeting a more grown up audience... but the gameplay provides challenges for all skill levels. Family-accessible is about making an experience that nobody is afraid to pick up and try, that is easy to learn the basics, but provides depth and challenge for those that seek it out.
Our favorite examples and influences are animated films from Pixar and Studio Ghibli, that always seem to strike a balance with a style of grounded, familiar fantasy that audiences of all ages can comfortably enjoy.Last updated:
You asked for it, so if we meet our new $45K stretch goal, we'll do it!
It's actually always been something we intended to try eventually. The universe of Buddy & Me is about the kid in all of us, boys and girls alike... in fact that's why the Boy has no name, because he could be me, you, anyone. Our original plans called for first tackling a robust character customization system for the Boy (as an aggressive stretch goal or update after initial game release), then later including a customizable Girl after we get one character fully functional. But, we're willing to switch those priorities around since enough backers have asked!Last updated:
I think we did a poor job explaining our Rewards, so I totally apologize. Because yes, that does sound like the world's most expensive hoodie, doesn't it?
But actually, our rewards are "stacking"... so, at the $750 reward level, it's not just a hoodie we're giving away, it's everything before it, too. It's the hoodie, an art book, a big art print for the wall, a t-shirt, a set of art cards, the soundtrack, a postcard, digital wallpapers, a copy of the game, special thanks in the game, shipping costs for all of the above, and of course access to all of our future updates. It adds up quick!Last updated:
U asked, Wii listened. :) Thanks to the amazing feedback and support we've gotten from Nintendo fans, we had to add Wii U support as a stretch goal. You can read more about it here: http://www.kickstarter.com/projects/1644707178/buddy-and-me/posts/453061
Why a stretch goal? Because our software isn't 100% compatible with Wii U, we'll need to spend extra time & resources to adapt to it. Also, there's the hidden cost of development kits, figuring out what to do with the Wii U's two screens (TV and controller), and any other changes we'd have to make to gameplay and art to make it work.Last updated:
First up, let me say that we owe our loyal Nintendo fans so much. You guys have been amazing, and are one of the biggest reasons this Kickstarter survived after its first three weeks. You've reminded the team of how much our previous games meant to you, and really inspired the team. We will not forget that. We don't want to let you down.
Bottom line, it does cost a lot extra to port to Wii U, and we will need to find that funding somehow, somewhere, sometime. We can't in any way promise or guarantee it until we've figured out how to do it... but what we can promise, is that we'll try.
You'll be happy to know, we've already reached out to Nintendo (Nintendo of America headquarters is just a few miles away from us), and are trying to figure out exactly what it would take to get development kits, and get more familiar with the technology.
Stay tuned!Last updated:
Don't see the answer to your question? Ask the project creator directly.Ask a question