Finally, we are happy to announce LUNA The Shadow Dust is coming to Nintendo Switch! Click the LINK HERE or search LUNA The Shadow Dust in the Nintendo eShop to find it!
LUNA to NS version porting development thoughts
It occurs to us sometimes that when we first started working on LUNA, back in 2015, the Nintendo Switch didn't even exist. Since then, it has become one of the most popular gaming platforms across the globe - how fast things can change!
In order to port LUNA to the Switch, we needed to re-design some of the mechanisms that allow a mouse-based point-and-click game to run smoothly and intuitively on a controller-based gaming device. Certainly a large challenge. During the last few months, we have been studying many other developers’ strategies and theories on porting their PC games to Switch, from Thimbleweed Park to Machinarium, Samorost3 and even Ori, in order to come up with the best solution for LUNA.
Unlike many action-based games, point-and-click PC titles require changes focused specifically on redesigning interactions when porting to a new platform. However, as an indie title, LUNA’s game mechanics are kind of a mix of point-and-click (click an object to interact), casual platformer action game (characters can walk, climb and jump), and a story-driven narrative.
Applying such changes can even conflict with a lot of the original mouse-based mechanisms within the game. For example, players are no longer able to roll their mouse over an element of the scenery to receive an interactability hint. We have to re-imagine the experience of playing LUNA from a new perspective. Players won’t be able to ‘click’ with their controller, so interactions are now trigger-based, eg. More than one interactive object will be highlighted when characters walk close to them, then players can use buttons/joystick to select and choose, simulating the click motion.
We need to consider what feels the most natural for players to play a game with a controller, rather than just attaching the concept of a mouse to the joystick. Players should feel clear feedback when using the controller. It’s great to discover that using controllers to move around feels easier than ever before, and with the combination of the shoulder buttons, switching between characters is fairly effortless. Some visual clues and tutorial animations have also been redesigned in order to preserve the wordless presentation of the game. We have to try to use more animation to achieve a universal understanding instead of just using text. Last but not least, not all of us have the dev kit for the Switch at home and we are still working remotely together. So during the initial testing stage, when we used our PlayStation and Xbox controllers, we had to consider the difference presented by the different brands and models of controllers used by each individual.
During the porting, we realized more than ever that LUNA is unique in its game design and mechanics. It isn’t your typical point and click game, nor a classic platformer; it's a hybrid with various gameplay elements designed in a way to deliver the story we want to tell. LUNA is friendly towards casual players, but still can be enjoyed by puzzle lovers. It is family-friendly and most importantly, can be enjoyed by a broader audience no matter your cultural background, age, and language.