We did it!
After what felt like an eternity, we finally managed to wrap up our version for Nintendo Switch. We learned a lot in the process and we had the help of outstanding people, namely Thomas O’Connor (thanks, bud). Turns out our game was not as optimized as we thought, but our valiant lead dev Tony pulled a few magic tricks (pun, you saw that did you?). Most of those optimizations were pushed to the PC version in the last update, but still, it wasn’t quite enough. Tom and the guys at Play Every Ware did a thorough job of going through every minute of the game and profile, fix bugs and optimize some more.
To tell you the truth, I was hoping to get it released in September or October, so we could fully concentrate on our next title, but it turns out we had very little to do from that point on except wait for Nintendo’s approval process to run its course.
Shortly before the Holidays, I was able to play the game for the first time on my personal Nintendo Switch with a review code. That was quite an experience. It seems that all that wait has paid off; Mages of Mystralia is a perfect game for Nintendo Switch. The visuals are sharp (sharper than any other platform so far) and the game is so easy to play on the go. Putting the console in sleep mode and then resuming play instantly is so nice with action-adventures. My kids love that too.
We’re pushing a few announcements here and then BOOM: that’ll be the end of the cycle for Mages of Mystralia (unless ugly new bugs start showing up). What a ride it’s been.
As I’m writing this, I’m looking at the prototype build for the new game. As you know, it’s also set in Mystralia. Great to know this ain’t the end of it 🙂Have fun with Mages on Nintendo Switch!
Cheers,
Pat