^ Ravidrath of Skullgirls dev Lab Zero Games posted the following:
Obviously, discretion is required because Ravidrath didn't actually work on the game (and Internet forum accounts can be faked), but it ties in with the Interview statements.There was a fair amount of staff turmoil on this project, but I don’t think moreso than the usual project.
The single decision that put this game on this path was going with CryEngine. It’s just not ready for a third person platformer, so they were fighting against the engine the entire time.
And the game went Gold in July, which is why people started leaving around then. Many of them layoffs.
If it's true, then it seems full blame goes to BRB (and not just the big chunk I thought earlier). Again though it's project management. If working on new tech, it makes sense that 100% of the focus should be on the speed gameplay. Once that's perfected then things like multiple characters, combat modes and adventure fields can be added. That way, if the project that runs of time, it's only the extras that will suffer. The core game will still be decent.
(Although the engine issues don't explain why the 3DS version is so poor).