It's time to rise, Hat Kid!
We are happy to announce that the A Hat in Time Beta Build will be available March 7th for beta backers!
We have put up an official announcement on our website, please check it out!
We hope you'll all enjoy the massive leaps we've made since Alpha! We'll do our best to distribute keys on the 7th, but we predict that it will likely take a few hours to distribute them all on that day, so please sit tight as we run our machinery on the 7th.
If you are a backer, but not part of the beta tier, we will be putting up an upgrade option on the 7th on our website! We'll make sure to post an additional update when that occurs.
For info regarding game content, recording, streams, etc., please check out the above link! Thank you!
Beta coming next week, March 7th:
Time for the happy dance!
That's comforting. There's so much nonsense going on around this game that I'm glad the game itself is good.
That's comforting. There's so much nonsense going on around this game that I'm glad the game itself is good.
What nonsense?
What?
What nonsense?
The game is getting far fewer Grant Kirkhope tracks than originally promised, which is something that only came to light after Kirkhope said so in an AMA. The devs are telling everyone to stop asking about a Wii U port after winking and nudging their way to $300,000. They went six months without updating on Kickstarter, telling everyone to follow them on Facebook or Twitter where they can control the message, and only returned to Kickstarter updates after being warned about the TOS.
It's frustrating that people think Kickstarters are only ever home runs or entire failures when most successful projects fit somewhere between those extremes.
They never promised a Wii U version, and from what I recall, it basically hinged on if they could get around the six figure Unreal console licensing fee. Which they obviously have not, or it would exist by now.
Wasn't aware of any update drama, but I guess I follow them on twitter so I didn't notice any gap in info about this game. "Control the message" sounds way over-dramatic.
They never promised a Wii U version, and from what I recall, it basically hinged on if they could get around the six figure Unreal console licensing fee. Which they obviously have not, or it would exist by now.
Wasn't aware of any update drama, but I guess I follow them on twitter so I didn't notice any gap in info about this game. "Control the message" sounds way over-dramatic.
They didn't promise Wii U, but they had no problem name dropping it ad nauseum to a console fanbase that had no games.
They didn't outright say it, but they damn sure implied it.
So new updates regarding the PC ver ?
The game received almost 10x its funding goal.
There is no reason for there not to be a Wii U port after they named dropped the Wii U quite a few times in the promotional stuff
I really wish THIS was one of the indies that Nintendo decided to throw itself behind.
This game has Nintendo inspiration written all over it and would fit the Wii U platform perfectly.
Except for the reason that it isn't, which hasn't changed since the kickstarter was still running, and is pretty clearly explained in multiple places on the kickstarter page.
The game is getting far fewer Grant Kirkhope tracks than originally promised, which is something that only came to light after Kirkhope said so in an AMA
I don't understand what you don't understand about it. It's not new news in any way what engine they're using and how expensive and unlikely it is to be used by an indie developer on a console game.
And I have no idea if the game is good, didn't back an alpha/beta tier.
I understand the situation completely: They started a game in UDK, pulled a number from the sky and decided it would cost them $100,000 to port it to Wii U, didn't follow up and get a real quote, and then got an extra $270,000 to make the game, after which they told everyone to stop asking about the Wii U -- after they got all the money locked up, and after they spent the Kickstarter campaign talking about the Wii U exhaustively.
So it could be a Wii U exclusive, huh? How about no? I mean, I hope it comes to the Wii U eventually, but I am very glad it is primarily a PC game.I really wish THIS was one of the indies that Nintendo decided to throw itself behind.
This game has Nintendo inspiration written all over it and would fit the Wii U platform perfectly.
He never said anything about exclusivity.So it could be a Wii U exclusive, huh? How about no? I mean, I hope it comes to the Wii U eventually, but I am very glad it is primarily a PC game.
So after switching my e-mail off a dead email I got my beta keys, and I played from the start to the end of Subcon Forest. The game's a lot of fun and I like that they make your objective clear in each act but let you mess around all you like exploring other stuff. I also really like Hat Kid's controls. You have a lot of air control which is further improved by upgrades like the hover and hookshot and moving around is pretty quick. The only problem is that there seems to be some sort of momentum in her initial jump which makes it hard to make single jumps onto small platforms (getting the key in the bathroom in 2-4 took me 2 tries because of this).
The badge system is pretty cool too, they make for good collectibles and none of them seem to be completely worthless, just situational. The green orbs, on the other hand, did nothing from what I saw and unfortunately suffer from worthless collectable syndrome.
Lastly, the music's great and I appreciate the little extra touches like giving Hat Kid a raincoat in 1-3 and the idle animations. Hat Kid's adorable.
I think I'm gonna stop playing until the full release of the game for now though; I don't want to be spoiled for everything before the game even comes out.