We’re diving into a review of "Loco Motive" and had the chance to chat with Adam from Robust Games to gain some insights into the game and its journey to completion. Come along for the ride!
PS4Blog: Good morning! Thanks for sparing some time for this chat. Can you kick us off by introducing yourself and sharing a bit about what you do?
Adam Riches: Absolutely, no problem! I’m Adam Riches, and I serve as the creative director and co-founder at Robust Games. We’ve just put out our first game, "Loco Motive"!
PS4B: Speaking of which, "Loco Motive" is all set for its debut on the Nintendo Switch. What can players expect from it?
Adam: We’ve put a ton of effort into optimizing the controller support to make sure it’s a joy to play on the Switch. Honestly, playing it in handheld mode has become our absolute favorite way to experience the game!
As you can see from the screenshot above, the game looks pretty engaging! But let’s get into the development details.
PS4B: How long was the development process for this game? How much has it evolved from when it was first conceived as a game jam project to the full-fledged point-and-click adventure now gracing Nintendo’s console?
Adam: We officially kicked off development in June 2021, and we launched the game in late November 2024—just under 3.5 years in total! One of the key changes from the game jam version was broadening the story and adding more characters to play. The game jam version was a quick, one-hour playthrough, whereas the finished game now offers a solid 10-12 hours of gameplay. We managed to hold onto many aspects of the original, such as characters and puzzles, but we could explore them in more depth with the expanded version.
The visual appeal is evident, as shown above. Let’s talk about another opportunity fans might be interested in:
PS4B: Is there any hope for a physical release on the Nintendo Switch? It would be fantastic to have something like a booklet or an art book in the package.
Adam: We’re totally interested in doing a physical release for "Loco Motive" and love the idea of adding extras. But, no promises for the moment!
Lastly, let’s close this chat on a personal note.
PS4B: We’re almost out of time. Is there anything else you’d like to share before we wrap things up?
Adam: We want to extend a huge thank you to everyone who has played "Loco Motive," left a review on Steam, or told their friends about it. As a small indie team, we really depend on word of mouth, and your support is invaluable to us!
And there you have it, straight from Robust Games. We’re keen to see where "Loco Motive" goes next and eager to hear your thoughts on its journey through the gaming world.