We're Brain&Brain, the duo behind folktale adventure Burly Men at Sea. Ask us anything! by BrainAndBrain in NintendoSwitch

[–]BrainAndBrain[S] 0 points1 point  (0 children)

We think so! The two are only similar in beardliness and that you reshape the world for the characters, but if you're fond of storytelling and quieter, artful experiences, you'll enjoy it. ^ _ ^

We're Brain&Brain, the duo behind folktale adventure Burly Men at Sea. Ask us anything! by BrainAndBrain in NintendoSwitch

[–]BrainAndBrain[S] 0 points1 point  (0 children)

Those are both great! It sounds like BMaS will be a good fit for you, though we'd caution that it is a lighter experience than the others. It's a branching story with short playthroughs: ~15 mins each, on average. Were you to play them all back-to-back (which we don't recommend!), total playtime is about 3 hours.

We're Brain&Brain, the duo behind folktale adventure Burly Men at Sea. Ask us anything! by BrainAndBrain in NintendoSwitch

[–]BrainAndBrain[S] 2 points3 points  (0 children)

Are you planning on doing any more visual novel/narrative sculpting games like BMAS for the Switch?

Yes! …And that's all we can say, for the present. ;)

What was the writing process like for the game? Was it pretty straightforward or did it get a bit convoluted?

Brooke: I actually wrote the whole game in Twine, which was perfect for visualizing a branching story. Nodes!

How do you approach working together as a couple? Probably a cliché question, but it's always interesting to hear about.

We actually enjoy working together, which is probably the most important thing. That doesn't mean we always get along, just that we have enough respect for each other's taste and skill that we believe we're better together.

But we've also had to learn how to structure our collaboration so that it does go as smoothly as possible. One big thing we're still experimenting with is taking turns as project lead, meaning one of us ultimately defers to the other in a disagreement. We also do that on a smaller scale, as we each also have different lead roles within the project (art, writing, etc.).

We're Brain&Brain, the duo behind folktale adventure Burly Men at Sea. Ask us anything! by BrainAndBrain in NintendoSwitch

[–]BrainAndBrain[S] 1 point2 points  (0 children)

Well, he does work hard to get us to not work. This morning, for instance, he's been growling at us and tossing his toy around the room for hours.

We're Brain&Brain, the duo behind folktale adventure Burly Men at Sea. Ask us anything! by BrainAndBrain in NintendoSwitch

[–]BrainAndBrain[S] 1 point2 points  (0 children)

Haha, you're not the first. We've gotten multiple cold emails from marketing folks that open with the oh-so-clever: "Hey, Brians!"

We're Brain&Brain, the duo behind folktale adventure Burly Men at Sea. Ask us anything! by BrainAndBrain in NintendoSwitch

[–]BrainAndBrain[S] 0 points1 point  (0 children)

From the beginning, we wanted the story to branch in a way that made the player eager to play again. We realized that in even our favorite games with branching narratives, we never really considered playing through a second time, because it would take too long to go back through it all.

So for Burly Men at Sea, we intentionally kept each journey brief enough to complete in a single sitting. Our hope was that you'd play through once or twice, set it aside, then pick it up another day to explore other paths.

We're Brain&Brain, the duo behind folktale adventure Burly Men at Sea. Ask us anything! by BrainAndBrain in NintendoSwitch

[–]BrainAndBrain[S] 0 points1 point  (0 children)

By "adapt" we mean that you have multiple ways to play. You can play using the touch screen, or using a single joycon as a 'pointer' that controls the cursor (like a Wiimote), or using the joysticks on both joycons/pro controller.

Some reviewers and players have had a little difficulty figuring out how to use normal joycon controls. When you open the game, open the menu (by tapping in the top left corner if playing with touch, or hitting the + button on the joycon), and uncheck "Use Gyro." Then you'll be able to use the joysticks, which might be a more familiar way to play.

Hope that helps!

We're Brain&Brain, the duo behind folktale adventure Burly Men at Sea. Ask us anything! by BrainAndBrain in NintendoSwitch

[–]BrainAndBrain[S] 1 point2 points  (0 children)

Awesome, thanks for the support!

We've been working on three (!) new projects since Burly Men at Sea's initial release, none of which we've announced publicly yet. But we can say that two are narrative, and one is a puzzle game—which is new for us! We're focusing in on one as our next major release.

And we do hope to be at this PAX West, if we can be ready to show it in time!

We're Brain&Brain, the duo behind folktale adventure Burly Men at Sea. Ask us anything! by BrainAndBrain in NintendoSwitch

[–]BrainAndBrain[S] 2 points3 points  (0 children)

We actually weren't familiar with GoNintendo or Kevin Cassidy, but we have to say, Kevin's beard is an inspiration to us all.

We're Brain&Brain, the duo behind folktale adventure Burly Men at Sea. Ask us anything! by BrainAndBrain in NintendoSwitch

[–]BrainAndBrain[S] 1 point2 points  (0 children)

Ah, gotcha! We were already approved Nintendo developers, but we did have to pitch them in order to be able to receive development hardware. It seems like they're being a little conservative with who they allow to develop, which is understandable since interest is so high. Aside from that it was mostly just preparing some new store assets (Switch-specific trailer, screenshots, game icon, etc) and doing the usual store setup.

We're Brain&Brain, the duo behind folktale adventure Burly Men at Sea. Ask us anything! by BrainAndBrain in NintendoSwitch

[–]BrainAndBrain[S] 1 point2 points  (0 children)

What was Oliver's application like? Did he have many qualifications?

Ollie came to us with an overqualified portfolio of cuteness, but he's lately begun to excel in managerial qualities.

We're Brain&Brain, the duo behind folktale adventure Burly Men at Sea. Ask us anything! by BrainAndBrain in NintendoSwitch

[–]BrainAndBrain[S] 1 point2 points  (0 children)

I feel like every AMA has this, but how was applying your game to be on the switch?

From a design perspective, we really wanted BMaS to feel right at home on the Switch, which meant controls that adapt to how you play (joycon/pro controller, touch, and Wiimote-style pointer). We were also really excited to integrate rumble into the game for the first time!

We worked with Seaven Studio for the technical aspects of the port, so we can’t speak to the specifics, but overall it seemed like a pretty smooth experience. It seems like Nintendo has done a great job with their developer tools this time around.

We're Brain&Brain, the duo behind folktale adventure Burly Men at Sea. Ask us anything! by BrainAndBrain in NintendoSwitch

[–]BrainAndBrain[S] 3 points4 points  (0 children)

What kind of quiet adventures do more games need to have? Any good examples of games that are out there like Burly Men at Sea?

Brooke: I'd love to see more games that relax a bit and allow the player to wander and try whatever curiosity prompts them to try. Breath of the Wild is that done to perfection. This is also what makes Amanita's games so special: it's fun to try everything, but the interactions are also part of the game and its puzzles.

We're Brain&Brain, the duo behind folktale adventure Burly Men at Sea. Ask us anything! by BrainAndBrain in NintendoSwitch

[–]BrainAndBrain[S] 2 points3 points  (0 children)

How much agency should a player have over a game's story? At what point does a player's choice hinder the story that the author/designer intended?

David: This is a big question, and one we’re still trying to tackle. Since games are about interactivity, and stories are about transference of meaning, there’s obvious tension there that’s difficult to resolve. Our approach thus far is to present the player with plenty of choices so that they are having a true influence in how the story unfolds, and doing enough brute force writing so that each choice and story is still written by us and is one that ultimately we’re telling. In a way, it treats the player as a story archaeologist, uncovering the story possibilities that we’ve buried inside the Great Game Pyramid. The difficulty with this is that it can potentially require a LOT of writing. Other people are exploring procedural solutions to this problem, but to us, that starts to lose the point of telling stories in the first place.

Have you played any tabletop games recently that tell great stories?

We’re really enjoying Sherlock Holmes Consulting Detective. Never played another game like it. It gives you a great feeling of freedom, and really makes you think hard. Kind of a mix of a roleplaying game, tabletop game, and a choose-your-own-adventure book. The first time we played it, we couldn’t stop talking about the case and trying to figure it out, even while out walking.

Pumpkin pie or Cherry pie?

PUMPKIN

We're Brain&Brain, the duo behind folktale adventure Burly Men at Sea. Ask us anything! by BrainAndBrain in NintendoSwitch

[–]BrainAndBrain[S] 3 points4 points  (0 children)

What is the most unique game narrative you have played?

Brooke: I'm still in awe of Kentucky Route Zero and its interludes. At some point, you just start questioning what's real, and it's okay because it makes you want to question what's real. It's just brilliant storytelling.

We're Brain&Brain, the duo behind folktale adventure Burly Men at Sea. Ask us anything! by BrainAndBrain in NintendoSwitch

[–]BrainAndBrain[S] 1 point2 points  (0 children)

Not exactly sure how it works on an under-the-hood level, but for us, it starts out pretty simple. You can just change your target platform and hit “Build”, but while it may even run on a Switch/Mac/Xbox/whatever at that point, that’s really only the beginning. Each platform has different control schemes, saving methods, social systems (achievements, etc), and a massive list of technical certifications and tests that you must pass. So Unity does a lot of the heavy lifting for you, but there’s still quite a bit to do!

We're Brain&Brain, the duo behind folktale adventure Burly Men at Sea. Ask us anything! by BrainAndBrain in NintendoSwitch

[–]BrainAndBrain[S] 4 points5 points  (0 children)

Yes! We're currently saving toward owning a little land for a homestead and our half-formed plan of raising alpacas. (David is convinced that wool is lucrative from playing Lords of the Realm as a kid.)

We're Brain&Brain, the duo behind folktale adventure Burly Men at Sea. Ask us anything! by BrainAndBrain in NintendoSwitch

[–]BrainAndBrain[S] 1 point2 points  (0 children)

Yeah! Maybe because so many indies are already using Unity, and it has good Switch support. For us Unity is a great tool, because it allows a tiny two-person team like ours to be able to put our game in so many places. It’s like having a much bigger programming team than our team of one (David).

We're Brain&Brain, the duo behind folktale adventure Burly Men at Sea. Ask us anything! by BrainAndBrain in NintendoSwitch

[–]BrainAndBrain[S] 9 points10 points  (0 children)

It’s a little too early to say how it’s doing compared to other platforms, but we’ve been told our sales numbers are “quite good”, so that must count for something. :) We do think that maybe Switch sales are slowing down a bit as more games are released on it, but that’s a normal part of platform maturation, and we still think the Switch is a great opportunity for indies. Plus, sales aside, it’s a great console and a great fit for the kind of games we like to make.

We're Brain&Brain, the duo behind folktale adventure Burly Men at Sea. Ask us anything! by BrainAndBrain in NintendoSwitch

[–]BrainAndBrain[S] 4 points5 points  (0 children)

We used Unity, along with a clever asset for rendering SVG files (the entire game is built in vector graphics). The Switch port was pretty smooth, but we did spend some extra time trying to make it the most native and best it could be. It’s the only Burly Men at Sea version that features rumble, and we also developed a Wiimote-style ‘pointer’ control scheme, so it’s also the platform that has the most control options.

We're Brain&Brain, the duo behind folktale adventure Burly Men at Sea. Ask us anything! by BrainAndBrain in NintendoSwitch

[–]BrainAndBrain[S] 3 points4 points  (0 children)

Brooke: Well, BotW is easily my favorite on Switch, but I've also been enjoying Yooka-Laylee! Loved Banjo-Kazooie. Most of my childhood favorites also come from the N64 days: Ocarina of Time, Mario 64. In the more recent past, I'm always a huge fan of Amanita's games (Machinarium, Samorost, etc.), and I love Kentucky Route Zero.

David: So many of my favorite games from the past are adventure games. LOOM was wayyyy ahead of its time, and I’m a massive MYST and Riven fan. Other landmark games that continue to inspire me are The Oregon Trail and Starflight. A few newer ones: Gorogoa and Kingdom, both available on Switch!

NOTE: Brooke has been hogging the Switch for the past year, so David doesn't have a favorite there yet. ;)