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Its troubled development process had colored perception entirely. It wasn’t the worst platformer in the world (for some it was actually okay, even, imagine that) but its art style was lacking and at that point the damage had been done due to mismanagement. 9 eventually did arrive in June of 2016 to a tepid response. Those very rewards didn’t ship until a year after launch behind schedule, and several media outlets ( Destructoid included) had to track them down to get a timetable. Then there’s basically the masterclass in why campaigns shouldn’t host multiple elaborate levels of physical rewards - their brain had to communicate to multiple limbs to facilitate that nightmare. The company also made the curious decision to pack every feature they hit during their stretch goals into the 1.0 edition, causing further holdups due to multiplayer modes and ancillary extras much of the community didn’t even want.
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