With the release of Spirit Hunters Inc just around the corner (November 22nd!), we want to give you the opportunity to hone your spirit hunting skills.
We’ve heard a Level 10 (very rare) gold spirit has infiltrated the Nnooo website and we need your help to find it. Have a search round our site and look for the hidden spirit. If you find it, email us its name at support@nnooo.com so we can identify the little critter. (See Hints & Tips below for a clue to where he might be hiding.)
As a reward for helping us, we’ll put you into a draw to win a free copy of Spirit Hunters Inc: Light or Spirit Hunters Inc: Shadow.
More Chances to Win!
We’ve also heard that there are spirits lurking in the following community sites: (more…)
Our weekend at EX Expo was a blast. We were blown away by the reception we received for Spirit Hunters Inc and escapeVektor. The days manning the booth were long but it was worth it to see people of all ages playing our games and thoroughly enjoying themselves. We were positioned right in front of the entrance to the pavilion so we had a prime position to attract the crowd. Our new Spirit Hunters Inc banner helped draw people in and to top it all off we had graffiti art of some of the spirits as a backdrop to the booth. We couldn’t have hoped for more! (more…)
Spirit Hunters Inc. Remember that? Yes you do. It’s our augmented reality spirit hunting and battling RPG. We’ve been working on it for a couple of years now and we’re delighted to report it’s in good shape.
So good in fact that we took it to E3 to show journalists. Nintendo World Report are first up with their impressions of the game. They seemed to be surprised at the depth the game offers. Not a surprise to us – that’s why it’s taken us 2 years to get here!
You’ll be hearing more about the game in the coming months. In the meantime check out Nintendo World Report’s impressions and reacquaint yourself with our Spirit Hunters Inc site which will be getting updated over the next few months.
“So when is it due for release?” we hear you shout in unison. Well, we feel confident that it will be released around the 4th quarter of this year. We’re tidying the game up, testing it furiously (and having a great time while we do) and fixing those pesky bugs which always seem to find their way into games.
It will be a downloadable title for Nintendo DSiWare, so you can hunt and battle the spirits on your Nintendo DSi or on your Nintendo 3DS through the eShop. Keep an eye on this News site for more updates and information (including price) over the coming months.
Excited yet? Go on, give us a smile. You know you want to. Just like this —>
The first press article has appeared from our visit to E3. This is an Impressions piece for escapeVektor on the Nintendo 3DS from Nintendo World Report.
Looks like they’re happy with the amount of juicy content we’re packing into it.
If you’ve read our GDC Diaries you’ll already know that Aaron Kaluszka from Nintendo World Report videoed in-game footage of escapeVektor on the Nintendo 3DS. As we’re still at an early stage with this project this was the first video of the game being played on the 3DS.
The results are now up on the NWR website. Click here to see what Aaron thinks of the game so far and to see the video. Or, if you just want to go straight to the video, check it out below.
Thursday March 8th – the Joy of Jetpacks and Videoing Vektor
The second day started with one of those meetings we can’t talk about at the moment, but which could lead to an interesting future development. This is one of the things we love about GDC – there are so many industry people there to meet and talk with about potential opportunities. Of course, if anything does happen, we’ll let you know right here on our blog. (more…)
Our first review is in for escapeVektor: Chapter 1 and it’s a big thumbs up from Nintendo World Report, giving the game 9/10. “It was addictive, fun, and strikes the perfect balance between an arcade and puzzle game.” Thanks guys!
escapeVektor: Chapter 1
by Daan Koopman, Europe Correspondent
What lurks inside your Wii’s CPU? An awesome game, that’s what!
Have you ever wondered what is going on in your Wii’s CPU? No? Well, maybe you will after playing Australian developer Nnooo’s newest WiiWare product escapeVektor Chapter 1: Combat Power Unleashed. In the first episode of this brand new series, we meet Vektor. He has been trapped inside your Wii for longer than he can remember and you are the first person he has successfully made contact with. He doesn’t remember anything of his past or why he is trapped, but if you help him you might learn a thing or two about Vektor. However, this is not as easy as it sounds. The CPU is fully aware of your actions and tries to stop you at any cost. Luckily for you, Vektor has coding skills which can come in handy, but I am getting ahead of myself.
We recently had a visit from Nintendo World Report who were looking to do a feature piece on Nnooo, including an interview with Nic. We were delighted with this resulting article which gives a great feel for the office and really gets to the heart of what we are up to. Plus there’s a great interview with Nic which includes Nic’s game design influences, why we made the myLifeCollected series, a little more insight into escapeVektor and what we think of Nintendo. (more…)
After the positive reception we received from our GDC Diary blogs earlier in the year, we decided to write another covering our experiences at E3 in June.
The Kings of Geeks
In the weeks before the conference our focus was to get our games into a state where we could showcase our latest builds. We had to ensure that all the new features we had in Spirit Hunters Inc were coded into a playable state. As escapeVektor: Chapter 1 was being bug tested, we were keen to have all bugs fixed so that we could show the final version in LA.
Unlike GDC, there were no formal press interviews being set up but we were still keen to show the press the latest builds of our games. Renting a booth at the show is way too expensive for a small developer like Nnooo, and if we were to do this we would need to have someone staffing it at all times which is just not practical for us. We needed another way to reach out to our press contacts which would not cost an arm and a leg. We also wanted to meet up again with the other Nintendo indie devs who we met at GDC. We thought it would be cool if we brought everybody together in one place. Then we could show everyone what we were working on and introduce our indie mates to some press contacts. (more…)