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A brand new Dizzy game by the original creators, The Oliver Twins. Help us create the best Dizzy game ever! Read more

pledged of £350,000 goal
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Funding Unsuccessful

This project's funding goal was not reached on December 21, 2012.

A brand new Dizzy game by the original creators, The Oliver Twins. Help us create the best Dizzy game ever!

Recent updates


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More Concept Work

Hi all,

This will be our last update containing concept work from Dizzy Returns, and we hope you've enjoyed a glimpse into the world that we had imagined for the game.

Each of the areas were designed with a large centrepiece, an interesting object or feature that drew the eye and created the focal point of that level. Below is a concept drawing that illustrates this point; it forms part of the Crystal Cave, with a giant crystal formation hanging from the roof:

Similarly, Olivia's Cove features the giant stone head in the cliff face, which not only serves as an attractive centrepiece, but also plays an integral part in 'solving' the level!

Below we have two images of the day and night-time versions of Olivia's Cove which you may have seen in our last video update. Altering the time of day makes a big difference, with items, enemies and puzzles changing with time, as well as the way in which Dizzy can traverse the level.

The next image forms the underwater part of Olivia's Cove, which Dizzy could explore only after completing certain puzzles in the main area of the cove. Successfully navigating this watery level in turn leads to an underground cave system complete with lava, where the story continues!

We leave you today with a short video which shows a 'fly-through' of Olivia's Cove as a work-in-progress 3D environment. 

The Dizzy Returns Kickstarter campaign is due to end mid-afternoon this Friday, and we'll be posting our last update then. See you then!

 Philip and Andrew

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Olivia's Cove

Hi everyone,

As we mentioned last week, we're using the time remaining in the campaign to share with you some more of the Dizzy Returns concept work.

Today's design focused video update, filmed mid-last week, gives an insight into a level that was to appear midway through the game, under the working title of Olivia's Cove. The level also introduces a puzzle mechanic brand new to the Dizzy games - the ability to turn day into night!

We'll be back on Wednesday with our last post containing concept work. Until then!

Philip and Andrew

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Unseen concept art

Hi everyone,

We'd like to start with a great big thank you for all your very kind messages in reaction to our Facing the inevitable update a few days ago -  we couldn't have asked for better backers and supporters, and we're taking all your thoughts and comments on board as to the future of Dizzy.

As promised, in this update we'll be sharing with you as yet unseen art work from Dizzy Returns, featuring character concepts of some of the enemy characters from the game.

First up we have a coloured version of Rockwart the troll (if you haven't already you can check out some concept sketches of Rockwart in one of our previous updates here).

Meet one of Zaks' underlings, a lowly palace guard - we certainly wouldn't want to mess with him though...

Speaking of underlings, here's an Egg Knight, one of Zaks' crack troops (if you'll forgive the pun) dedicated to ridding the world of Dizzy.

Finally, we have Zaks the Evil Wizard himself, Dizzy's arch-nemesis and all-round big bad guy, looking as nasty as ever!

On Monday we'll be sharing some more unseen concept art with you, including some level design work on an area that was to appear mid-way through the game, under the working title of Olivia's Cove. 

Have a great weekend,

Philip and Andrew 

Facing the inevitable

Hi everyone.

This update is a bit of a serious one, and in which we’re going to talk about that with eight days to go, Dizzy Returns in all likelihood won't meet its funding target.

As of today the total amount pledged stands at just over £23,000 of our £350,000 goal - in order to meet that we’d need over £40,000 pledged every day, and realistically that’s not going to happen. There’s certainly no shame in admitting that though, and we believe that rather than posting updates under the pretence that we might hit our target, it’s much better to be honest and upfront with you, our backers.  

We’d also like to apologise for the radio silence over the last few days, and to those of you were expecting a big final push towards the finish line. As we're so far from our target we think that it’s better to acknowledge the situation, rather than to continue when the outcome has already pretty much been decided.

Lessons learnt

When we started the Dizzy Returns campaign we were in the pre-development stage, concepting characters, locations and game mechanics. Many of you have asked to see a demo or some gameplay footage – unfortunately that doesn't exist yet, because of the simple fact that we haven’t begun actually making the game. The majority of video game Kickstarter projects have been in production for some time, with some having been literally years in the making, and of course this wasn't the case with Dizzy Returns. As we have learnt all too well, starting the campaign this early in pre-development has made it much harder to communicate our vision of Dizzy Returns, and there’s no denying that we should and could have done this better.

The future of Dizzy Returns

As sad as it is to see that the campaign will unlikely be successful, the Dizzy Returns Kickstarter has done part of what it set out to do – gauge interest in the idea of a new Dizzy game. Our vision for Dizzy Returns was a very particular one; as has been proved by over 750 backers and all your comments and messages, there is indeed interest in a new Dizzy game, just maybe not at the size or scope of our original idea. There's certainly nothing to be ashamed or embarrassed about not being successfully funded; on the contrary we're glad to have had this experience, and have learnt a great deal along the way.

As for the future of Dizzy, Dizzy Returns at least will not be made if the campaign is not funded successfully, as is looking likely. We may revisit the possibility of another Dizzy game at a later date, but the vision of that game would need to be considerably different. 

Thank you

We’d like to say a sincere thank you to each and every one of you for your support and kind comments.  It’s been heart-warming to see all the love for Dizzy that is still out there, and we’re humbled by the fond remembrances of your experiences with the original series of Dizzy games and the part they played in your lives. Regardless of whether we make a brand new Dizzy adventure or not, there’s no doubt that he has a place in gaming history.

So what's next?

We’ll be using time left of the campaign to share the rest of the concept work and designs we have with you, as well as asking for your thoughts about the future of Dizzy. As per Kickstarter's policy on unsuccessful projects, not meeting our target means that you will not be charged a penny.

Thank you once again to all of you - a Kickstarter project is nothing without its backers, and whilst we may not be near our funding target, we couldn't have asked for better supporters. As a small token of our thanks, we'll be putting together a collection of Dizzy Returns digital content, along with some as yet unseen concept art and mock-up pages from the art book, which we'll make available to you soon.

Andrew and Philip Oliver

The results are in! Part two

Thank you to everyone who took part in our second design survey, we've had even more fantastic feedback from you all.

Welcome to the 11% of people who've never played a Dizzy game, it's nice to see new faces as well as old fans. We were surprised at the amount of you who've played a number of the games!

An overwhelming slide to the multiple items choice, in keeping with the later games in the series. It doesn't appear that you were huge fans of the single inventory slot you got in the original game! Feedback from our backers directly impacts our game design, so our game designers will be looking to implement a streamlined inventory system to allow you to quickly access the items you want to use.

This is something we've seen discussed in the comments a lot of the last couple of weeks so we thought we'd poll you all to see if everybody felt the same way. Looks like the majority of you feel narration is the way forward, we'll be chatting with our audio team soon so they'll be able to talk to you about the options.

Quite a close split between story options here, it'll be interesting to drill down into these further. The incidental details choice will mean the game will have a much more linear feel to it as we have to guide the player between areas to keep the story flowing in a natural way. Whereas building the game around the story will give the game much more depth, meshing the story and gameplay together tightly. 

Thanks again to all those backers that answered the questions, we'll be mailing out another survey next week. Keep your eyes peeled for our video update coming soon!