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Chubbins Press Kit


Chubbins Move left, move right. Chubbins couldn't have a much simpler control scheme, but don't be fooled; this game is a hardcore, precision platforming experience designed with speedrunning in mind.


Fact Sheet

Platform: iOS, Wii U (North American eShop)
Release Date: 2013/06/13 (iOS), 2014/06/05 (Wii U)
Price: $3.99 USD
File Size: 138MB
Language: English
ESRB: E for everyone
Website: dahku.com/chubbins


Developer

Please visit Dahku's press page for company details and inquiries.


Game Trailer



Logos / Icons / Imagery

Chubbins Media Kit
ZIP Archive (13 Images, 7MB)


History

Chubbins was Dahku's second original game, and first real attempt at breaking into the iOS market. The constant motion of the main character and the ability to move through and about the terrain rather than on it were interesting mechanics inspired by a game made by our cousin some years earlier, and with the very simple control scheme of pressing left or right, it seemed like a perfect platformer for iPad and iPhone. Chubbins made a brief splash with a handful of iOS gamers, but overall the game was cited as masochistically difficult. In truth, we hadn't intended to make the game hard, but apparently our NES roots had greater influence than we realized. Updates made included a softer difficulty setting, but by then Chubbins was already old news.

When the chance came to put Chubbins on Wii U™, we were excited by the prospect of bringing the title to more hardcore gamers who would share our gaming values. It really did feel more like an old-fashioned Nintendo game, after all, and we updated with more features and enhanced graphics to deliver a definitive version. As release drew near however, Chubbins received no end of grief for its iOS origins and funky visual style, overshadowing the challenging precision gameplay that is the title's real strength. In terms of coverage and sales, Chubbins fared much better with the Nintendo crowd than its pathetic iOS reception, but still fell far short of being considered even a humble success. In the end, it's still a game we're proud to have made, and it's been a valuable learning experience for us.