Indie developer Northplay has revealed that Conduct Together! will be zooming towards a Switch near you as early as next week.
As you can probably tell from the trailer above, this one has you managing a collection of trains in a puzzle-like environment; if you get your timings and organisation wrong, things will quite literally go up in smoke. To be successful, you must channel your inner conductor, switching tracks and avoiding collisions in increasingly challenging action-puzzles.
As the name suggests, you can also team up with a friend to take on the challenge with a buddy in tow. Simply hand out your spare Joy-Con to set up your very own team of train conductors; up to four players can play at any one time.
We've got a few screenshots for you to check out below.
The game is set to launch on 5th December in Europe and 6th December in North America. You can find it right now in the 'Coming Soon' section of the eShop; prices are set at £17.99 / $19.99 respectively.
Does this explosive action look like it could be your thing? Let us know if this one's going on your Switch wishlist with a comment.
Comments 16
Me and my girl had fun playing the original mobile version. It would be very cool to play co-op but 20$ sounds a bit too much for an old F2P game...
This looks smashing.
Get ready for tonns of frustration)
All aboard the hype train!
@Danjel Was gonna say... that trailer screams 'Designed for mobile'.
This looks like a cute free browser game.
@Danjel Hiya, I'm a dev from the team; thanks to everyone for commenting. <3
To explain a bit of how the game's different from the mobile version: We've re-designed the game with co-op in mind, which includes completely redesigning some of the levels, rebalancing for play with controllers, and introducing a new slow-motion mechanic to the game, to more incentivize cooperation between players. You're playing with the same trains and track-switches, yes, but we would be very ashamed of just releasing a carbon copy of the mobile game on the Switch. Instead, we're happy to be able to release a new take, that hopefully can provide players with a fresh, unique experience from what we've been able to offer before.
@greywing Hi! Thanks a lot for replying, I really appreciate that.
The co-op is a whole new campaign with new levels, right? Also it's good to know that it has been actually reworked instead of just ported, like it often happens with this kind of games.
My point with the price is that at this time there are many really good games in the eShop that are priced equal and may offer some more in terms of gameplay, variety and duration, even after being subject to an adaptation to the Switch uniqueness. I believe Conduct This is a very good game, fun and really polished, but due to its nature and its "age" seems out of place with that price tag.
I also think pricing a game is an hard task because the work behind is real and must be paid back, and users don't really know about it.
In any case, I wish you best of luck.
@greywing Good to see a dev joining in on the comments. It looks fun and I like the sound of it will be looking to pick it up. Out of curiosity, does it cost particularly more to develop for Switch/ home consoles than mobile and is this the reason for the higher price? I mean that sincerely as it happens with a lot of other Mobile - Switch games as well
@greywing really appreciate a dev coming in to comment on the game. It looks like a ton of fun and a great party game!
Hate being the contrarian here, but $20 for hours of entertainment with 2 people feels like a good price. It all depends on what we compare it to. For example, I spent over $50 for Arms and found that, because of the steep learning curve, I can only play with a couple of people. This feels like a better party game, more like Overcooked and Lovers in a Dangerous Spacetime, which are extremely valuable.
Day 1 purchase for me.
Wow, thanks for the warm welcome!
@Danjel It's the same campaign, however more than 15 of the levels we had to change for various reasons. Since the campaign is some 80+ levels, you are still going to see a lot of familiar levels.
I can briefly explain our rationale. In preperation for the co-op feature, we played through all the levels we already had and made sure that they were fun to play in co-op. Some levels had too many track-switches or trains to properly control with Joy-Cons, so these levels were only tweaked. However, a few levels only had one player do all the work, and they simply weren't a good fit for co-op play. So we had our resident level design wizard build some new ones from scratch, to make sure that each level is going to be engaging for all players. To help teach co-op, of the 4 levels in the first world, 3 of them are entirely new layouts. (also, all DLC-worlds from the mobile game are included free of charge in this game)
@Danjel & @Nukuleardawg About pricing, we could probably have month-long discussions about it, it's not an easy problem to solve, haha. I honestly don't know enough myself to say anything for certain, sorry, but my current impression is that it seems that the purchasing culture on the Switch is very different from, say, mobile app stores, and that's reflected in what people expect to pay for what level of quality experience. About development costs, yeah, there's a few extra degrees of complexity involved, and that can translate to more development time (and time=salary=money). But on the other hand, modern game development tools and excellent publisher support really helps smooth out the process. I don't have any numbers on hand to say anything concrete, sorry. One thing to note as well is experience. If you have to spend time learning how to build for a new system, that's a factor you can't ignore as well.
(This is all my personal impression. I can't speak for other teams and their situation.)
And to the rest, thanks for the comments! <3
I really like trains.
Densha de go switch, when?
@greywing You being here is super sweet, thank you for sharing! You're joining the elite club of "devs in the Nintendo Life comments section" with some Image & Form team members.
Only cool people allowed.
A very cool game, this one!
And some very cool people making it.
@greywing
Great to have you around here! I don't know if you were there at the time, but I was on 101 Airborne with some of the Northplay guys formerly of Robocat fame.
@Pod oOOOooooooooh, woah, what a small world. I've heard stories from my colleagues about the 101 Airborne/Robocat days. I'll be sure to say hi to Michael and the gang
@greywing
Please do, it's Peter here!
I only spent a handful of days with them in physcial form, during some hectic graphics implementation, but I remember it as a really good time!
@greywing Thank you for the response really appreciate that
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