Welcome to the official discussion thread for Tadpole Treble on the Wii U!
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Hi everyone! It's been a long road for me with Tadpole Treble, a game that's been in some form of development for a pretty healthy chunk of my life, but I'm happy to say that we're almost finished. In case you missed it before, this is an auto-runner-style game that takes place on a musical staff, with the notes being your obstacles. Barring some sort of catastrophic event, the game should definitely release in Winter 2015 for all to enjoy.
And I hope you all enjoy it! My brother and I have put a ton of time (and a decent amount of our own money) into Tadpole Treble to make it the kind of game we'd want to play. That means music we like, characters we like, a range in challenge (standard difficulty to beat, high difficulty to 100%) and a wide range of unlockables and even a full song/stage creator. Here, a back-of-the-box feature list for you:
-Over a dozen main stages, each with their own unique song -Boss stages -A in-game market area -Comic-style cutscenes -Unlockable goodies like a Smash Bros-esque Bestiary, a Music Player, and Commentary Tracks for each stage -Four fully-sung songs with lyrics -Online leaderboards for both high and impressively low scores -A song-creation mode that you can also play through, then share with others via QR Codes:
The process for making this game has been extremely tricky. We had to time our Kickstarter right and stay on top of contacting people to help it reach its goal. We also repeatedly reached out to Nintendo to get approved for the Wii U, and once they finally approved us, I screamed at them. The bug-testing process is totally arduous, being a constant cycle of "two steps forward, one step back," and there've been moments where my relationship with my brother had gotten pretty strained.
Despite all this, we're still kicking and are happy with how things have turned out! If you have any questions about the development of this game, or various included features, or about how Nintendo handles indie team relations, feel free to post them in this thread!
I gotta beat stupid Ghostbusters first. And can you guess how much of THAT I played today?
If you are talking about newest Ghostbusters game that was released a few months back do yourself a favor and don't play it. Its complete garbage. It is a repetitive, crapfest of a game. Seriously, check out the reviews. Play Tadpole Treble or any other game. Seriously, this isn't just an opinion, its pure fact.
I know I'm super late for this, but you've really got something special here. This game is just fantastic. Simply moving around and collecting the bubbles feels good, but when it's paired so that you're navigating the stages while grooving with the music, the game reaches a new level of fun. This is especially true in the tracks with lyrics. When both the instuments, the vocals, and the gameplay all reach peak intensity, you're left with this great sense of flow.
And this is pretty much a perfect example of doing short games well.The game takes the core ideas to their limit, while offering unique spins on the gameplay. We get great songs in a wide variety of genres. There's nothing unnecessary to be cut out. And replaying the game multiple times is incentivized with challenge flies, collecting all the bubbles, low score challenges, high score challenges, and concerto mode. So you're engaging with the content from multiple angles, rather than playing it the same way every time.
I've got about 1170 bubbles, but I don't think I'll try getting the other ones, as I don't find obsessively restarting the levels over and over again to be as fun as simply playing them normally. I'd much rather just play through a level and try to get as many bubbles as possible and not stress about going for 100%.
And there are plenty of nice, smart design touches, like how the fish the come out of the background in Barracuda Caverns are shown to the player before they're expected to dodge them. I can't remember other examples off of the top of my head, but I definitely noticed new obstacles being telegraphed and conveyed to the player ahead of time.
Anyway, I'll definitely be getting all the challenge flies, as the reward for that is a nice surprise. Speaking of surprises what the heck popped up on the screen when I hit that X mark on Thunder Creek? It looked like picture of you and your brother followed by a message?
OH GEEZ. I wrote all this while leaving the game on the shop screen only to find that the camera slowly zooms on the bullfrog's face. Whoa. I love these silly little touches The bullfrog is definitely my favorite character.
Wow! Thanks for the nice words. I'm pleasantly surprised to see all the positive feedback; sometimes when you're working on a project for so long, it's difficult to see it objectively and you just kinda HOPE that people like it. But I'm thrilled that we're sitting at 90 on Metacritic...like, it's kind of crazy to me.
I'm glad you invested as much gameplay in the game as you already have, and that you also managed to stumble upon a couple of our easter eggs (the Etude one was based on a promotional video we put up on YouTube; our programmer has a wry sense of humor and put that in the game itself because he wanted to). As for the other one, there's sort of a long story behind it, but basically it has a full Spanish translation for Thunder Creek that we got a friend to make, but the recording itself didn't make it in the game. I'd love to hear someone attempt it though, because it's actually a very cool translation. I'm guessing you've stumbled upon the Pause Menu Song by now?