Hatch Tales: How it started vs. How it's going...
Hatch Tales Game Director shares details behind decision to drastically change image of game.
This was originally posted as UPDATE #32 on the HATCH TALES Kickstarter (previously known as Chicken Wiggle Workshop).
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Howdy Hatchy Hatchertons!
I hope you're doing well this fine Friday afternoon. I thought it would be fun to post some comparison images of how things were in the original Chicken Wiggle game on 3DS and how they are now in Hatch Tales, to give some insight behind the changes and a way to see them side by side. Let's pluck those feathers!
MAIN MENU
Updating the main menu for the console release, and what has ultimately become a sort of reimagining of Chicken Wiggle into the new and improved Hatch Tales, was a really fun challenge. I liked the original main menu screen layout for Chicken Wiggle, as it presented the core features, Play, Create, and Share, equally to the player. But, Hatch Tales had changed and evolved. That meant the way in which the game presented itself to the player had to change too!
I saw the console release of Hatch Tales as an opportunity to address the issues that players had with the original 3DS release and to improve upon areas that needed it. One of the key areas I wanted to focus on was the amount of built-in content in the campaign. So, what did we do? We doubled the number of levels by adding a second campaign: Holly's Nightmare. We also added a few more levels for Max's Dreamland, but more about that on a different day.
Chicken Wiggle was originally positioned as a platformer with a built-in level editor and online level sharing - all equal parts (more or less). Even though the level editor and online level sharing is still featured in Hatch Tales, I wanted to push the game away from being considered an "Indie Mario Maker", and more towards a fully fledged platformer in its own right. A fully fledged platformer that just so happens to include an awesome level editor and powerful online sharing!
As you can see from the images below, the new main menu puts a large emphasis on the campaigns and puts the online and level editor buttons as smaller circular options below. In addition to the different balance of features and how they are presented, I felt it was important to embrace the higher resolution of the Nintendo Switch and ditch the pixelated font. The periwinkle-colored sky behind the menu buttons is a separate layer that slowly scrolls, providing a nice extra sense of depth to the scene.