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One divisive element of Nickelodeon All-Star Brawl is how hard it leans into competitive play, which has been perceived as coming at the detriment of content aimed at casual players such as items and a story mode. According to Ludosity CEO Joel Nyström, Nickelodeon specifically wanted the game to be able to attract a competitive audience, and chose Ludosity as a lead development team due to the positive reception of their first platform fighter, Slap City, from competitive Super Smash Bros. players. 2 years later in 2023, the game's gameplay designer and community manager Thaddeus Crews would respond to a tweet from YouTuber TierZoo complaining about a focus on complicated competitive techniques in non-Smash platform fighters, as well as some replies to the tweet complaining about 1v1-based platform fighter design as a whole, with a clarification on why Ludosity's platform fighters have been marketed so directly at competitive players, as well as why he feels other games in the subgenre are marketed as such:
"Seeing a common misconception in the replies, so let's clarify that:
When an indie platform fighter has a priority on strictly versus gameplay, that is not, and has never been, "pandering to competitive". It's often all that team can afford to do alongside an "acceptable" roster
So when you have the budget for a single, core system, and all your time/resources will necessarily be put into said system, the logical consequence is that will be developed to make utilizing it as rewarding as possible
However, this puts marketing in a catch 22. You can't realistically showcase your singular system without appearing competitively focused, and you can't divert from that impression without straying from the "game" part of the game
Like it or not, they gotta reap what's been sown."
When an indie platform fighter has a priority on strictly versus gameplay, that is not, and has never been, "pandering to competitive". It's often all that team can afford to do alongside an "acceptable" roster
So when you have the budget for a single, core system, and all your time/resources will necessarily be put into said system, the logical consequence is that will be developed to make utilizing it as rewarding as possible
However, this puts marketing in a catch 22. You can't realistically showcase your singular system without appearing competitively focused, and you can't divert from that impression without straying from the "game" part of the game
Like it or not, they gotta reap what's been sown."
Kotaku article with a mention how Nick wanted competitive appeal:
https://kotaku.com/nickelodeon-fighting-game-devs-have-high-hopes-competi-1847310415
Thaddeus Crews on the "choice" to prioritise competitive appeal:
https://twitter.com/Repiteo/status/1714706504140370251
https://kotaku.com/nickelodeon-fighting-game-devs-have-high-hopes-competi-1847310415
Thaddeus Crews on the "choice" to prioritise competitive appeal:
https://twitter.com/Repiteo/status/1714706504140370251
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