Have you considered including any Wii U specific features such as an asymmetric mode?
Were still thinking about the best ways to use the controller. No plans to do the standard co-op mode in five players because the levels are already bursting at the seams in four players as is, but if theres a mode that makes sense, were open to suggestions! (You hear that, readers?!)
Right now, our plan for Wii U is to support a ton of different controllers, classic pad and pro pad, Wii U + Nunchuk acting as a keyboard and mouse replacement, and of course, Wii U GamePad with custom UI on it (or off-screen play).
Has there been any thought about using Miiverse outside of its basic function?
Well, the way Id like to do it is very similar to Marios implementation: detecting if you had a particularly easy/hard time clearing a stage and then asking you if youd like to comment on that stage. Then other players would be able to see those comments on our level select screen perhaps in game on the clear screens, too.
Im not sure what the logistics are on stamp unlocks, but Id love to get some Cactus character art out there. I honestly believe the Miiverse is a concept well look back on in a few years as being way ahead of its time. The way it strings your community together around game-specific elements such as levels in Mario is just fantastic.
That leads on to my next question: why exactly did you bring the game to Wii U, considering the negativity surrounding the platform?
There are a couple of reasons, I suppose. The first is that I really like playing games on my own Wii U and I see the potential of the system. Secondly, I think the audience for a Nintendo platform are a good fit for Cactus because they enjoy high-quality games that arent all about having $100 million dollars worth of art assets.
The third reason, I suppose, is that we could do it fairly easily. Nintendo have made huge efforts to be small-team friendly with their cheap or free development hardware and fantastic deal with Unity. I never thought I would be saying something like that about a major platform holder, but the landscape is changing!
Thats great to hear. Overall, how did you find the process of becoming an approved developer?
It was simple, although it took a while for us. We signed up after GDC last year when there was a crazy rush, but the actual paperwork/agreements were all very easy to understand and arrange. Id encourage anyone whos interested in Wii U development to fill out the form or e-mail/tweet their representatives. They want to have your game on Wii U as much as you want to make it for Wii U!