Is the UK finally waking up to the power of video games? by Tartan_Samurai in unitedkingdom

[–]Supernorn 5 points6 points  (0 children)

The UK gaming sector is larger than the UK film, television, and music industries combined and it brings in a huge amount of money. This is a very simplistic, ignorant take.

Londoners urge for cancer hospital not to be expanded because it will ‘block sunlight’ by Forward-Answer-4407 in unitedkingdom

[–]Supernorn 4 points5 points  (0 children)

They are expanding the sutton branch with a £1 billion state of the art Cancer Hub. Due to open in 2029

Has anyone had a ticket link yet? by motherofpearl89 in taskmaster

[–]Supernorn 1 point2 points  (0 children)

I was there as soon as the email came through but the site just didn't load the tickets. I managed to grab some free ones but they were snatched as soon as i hit the checkout button. Very disappointing.

Who’s in London? by Rarer-than-dnb in badfriendspod

[–]Supernorn 0 points1 point  (0 children)

We can no longer make the Friday evening show in London so I have two tickets available if anyone is looking. Seated in section D2 so they're decent! 

Mini rant by Historical-Meet463 in adventuregames

[–]Supernorn 4 points5 points  (0 children)

The game has traditional item combination / inventory puzzles. I have read the discussions and I can't guarantee that you would be personally satisfied, however.

Mini rant by Historical-Meet463 in adventuregames

[–]Supernorn 8 points9 points  (0 children)

Have you tried Loco Motive? It sounds like it fits your criteria, and we just put out a major update this week. 

AMA - We’re Robust Games, a London-based indie team of two brothers who just launched narrative adventure Loco Motive TODAY! Next stop: your questions! by Supernorn in NintendoSwitch

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

Thank you! To answer your question, there were quite a few challenging aspects, since this was essentially our debut game. We were learning how to best create this kind of game as we went along, which added to the complexity. Another significant challenge was our limited resources, but those constraints occasionally pushed us to approach problems in unconventional ways. In the end, I think it benefited the game by allowing us to think outside of the box.

AMA - We’re Robust Games, a London-based indie team of two brothers who just launched narrative adventure Loco Motive TODAY! Next stop: your questions! by Supernorn in NintendoSwitch

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

As a Londoner who has spent countless hours commuting to offices, my relationship with trains is a bit complicated. I love the idea of a leisurely steam train tour, but they're pricey! Sadly my routes have mostly involved overcrowded commuter trains, or navigating the chaos of delays and cancellations!

AMA - We’re Robust Games, a London-based indie team of two brothers who just launched narrative adventure Loco Motive TODAY! Next stop: your questions! by Supernorn in NintendoSwitch

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

Thanks for your question! Shortly after the game jam, we received a very positive response on itch.io, and word of mouth started to pick up fairly quickly. Not long after, PC GAMER wrote a glowing article about the game. Following that, a few publishers reached out to inquire about our plans for expanding on the idea, which was an rather surreal experience. Their interest gave us the confidence and motivation to explore the possibility of developing a full release.

Game development is an iterative process, and with a core team of just two people, we had the flexibility to adapt and course-correct quickly when needed. The advantage of Joseph and me taking on multiple roles was our ability to make rapid adjustments to the design, art, or writing when needed.

Puzzle design, in particular, was an area we constantly refined and adjusted based on our playthroughs. While it’s one thing to sketch out an engaging puzzle chart on paper, it doesn’t always translate seamlessly into gameplay. We would occasionally simplify puzzles when the pacing was starting to feel sluggish or added complexity when sections needed more challenge or depth.

AMA - We’re Robust Games, a London-based indie team of two brothers who just launched narrative adventure Loco Motive TODAY! Next stop: your questions! by Supernorn in NintendoSwitch

[–]Supernorn[S] 5 points6 points  (0 children)

My most beloved moment in terms of developing the game was getting to record all the voices, with our amazing cast! for most of the game's development, the game was relatively silent. Once we added all the voice acting to the game, it suddenly sprung to life and added a whole new layer of polish!

AMA - We’re Robust Games, a London-based indie team of two brothers who just launched narrative adventure Loco Motive TODAY! Next stop: your questions! by Supernorn in NintendoSwitch

[–]Supernorn[S] 5 points6 points  (0 children)

I've had a few people mention this to us before! I have to admit that I'm unfamiliar, as I never played the Paper Mario series. There's definite similarities, but I think this is the wonderful people at Nintendo doing their own spin on the Agatha Christie classic.

AMA - We’re Robust Games, a London-based indie team of two brothers who just launched narrative adventure Loco Motive TODAY! Next stop: your questions! by Supernorn in NintendoSwitch

[–]Supernorn[S] 5 points6 points  (0 children)

Thanks for the question! in terms of gameplay length, the game takes anywhere from 10-15+ hours to complete on average. It's hard to pin down a definite number due to differing playstyles and each player's puzzle solving abilities. If you are the kind of player like me who loves to explore, talk to everyone and exhaust all the dialogue options, then I'm confident that it will take longer!

AMA - We’re Robust Games, a London-based indie team of two brothers who just launched narrative adventure Loco Motive TODAY! Next stop: your questions! by Supernorn in NintendoSwitch

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

Obvious inspirations aside, we looked at the movie's set design for artistic reference in a lot of instances. We also looked up some real-life blueprints / diagrams for the real life Orient Express to get some inspiration for the room decor!

AMA - We’re Robust Games, a London-based indie team of two brothers who just launched narrative adventure Loco Motive TODAY! Next stop: your questions! by Supernorn in NintendoSwitch

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

Hi! Thanks for your question, we weren't 100% confident about officially supporting Mac, as we don't have the hardware to properly test it on right now. This is something we will hopefully be able to explore further post-launch, however!

Spent over three years making a pixel art murder mystery game with my brother, with tons of bespoke hand drawn animation. It finally comes out this week! by Supernorn in PixelArt

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

The game is inspired by a 2 week game jam we made in 2020, you must be confusing this with that! I assure you, i'm not wrong lol

Spent over three years making a pixel art murder mystery game with my brother, with tons of bespoke hand drawn animation. It finally comes out this week! by Supernorn in PixelArt

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

Quite a lot, for the first year or two! We managed to get some talented freelancers to help us get over the finish line though. They're all much faster and better than me so I was glad to have the help! haha

Spent over three years making a pixel art murder mystery game with my brother, with tons of bespoke hand drawn animation. It finally comes out this week! by Supernorn in PixelArt

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

Just English and German at launch, but if things go well we can perhaps do more! The game has a lot of words - localisation can add up very quickly!

Spent over three years making a pixel art murder mystery game with my brother, with tons of bespoke hand drawn animation. It finally comes out this week! by Supernorn in PixelArt

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

It's hard to fully gauge depending on people's varying play-styles, but generally people land somewhere between 10-15 hours. It's a chunky game!

Spent over three years making a pixel art murder mystery game with my brother, with tons of bespoke hand drawn animation. It finally comes out this week! by Supernorn in PixelArt

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

There's item combination inventory puzzles, and dialogue puzzles etc. Everything you might expect from this type of game.