Q&A With Orube Game Studio

Pursuing a new upcoming video game experience currently under development, another two games that I have had my eye on for a long time is Super Mombo Quest and Dwarf Journey.  Both developed by Orube Game Studio based in Rio de Janeiro, Brazil, Super Mombo Quest, in development since 2018, is a colouful Metroidvania inspired by the like of Super Meat Boy heavy on combat that requires players to string together combos reminiscent of classic arcade fighting games, similar to Guacamelee or Dust: An Elysian Tail. Dwarf Journey, on the other hand, is an action-adventure Roguelite inspired by Norse mytholgoy and that incorporates heavy RPG elements, such as levelling up the player character and collecting materials in order to forge stronger equipment. With both games set for release in the early part of 2021, I was curious to find out more about these two great-looking games, I got in touch with Orube Studio and their founder Pedro Savino to pose a few questions about the games and what players can come to expect from the final builds. Here’s what Pedro Savino had to say about Super Mombo Quest and Dwarf Journey.

 

What were the influences behind your games?
Our biggest inspiration is to keep in mind that we can bring the playful spirit of games to any type of person, through simple, affordable, and super fun products. As ours are platform games, we have to mention our biggest influences: Super Mario World, Super Meat Boy, Celeste, and Kirby. All of these have incredible mechanics and game feel that were certainly inspiring for our games.

 

What has the developmental process been like?
It’s been great! We are a team of eight people who work remotely and we are all passionate about what we do. Always seeking to learn more and grow together.

 

How close are we to seeing the finished products?
Both games are almost ready to be released. Only a few artistic details are missing. We are already testing the final versions with people from our Discord server to make everything with the best experience possible.

 

What has been the most exciting aspect of developing both games?
The most exciting part is seeing the number of people that we are captivating with our games that haven’t even been released yet. There are people who have been accompanying us for a long time, giving feedback and supporting our work. It is very gratifying to receive this support.

 

What has been the most challenging aspect of developing both games?
The biggest challenge, I believe, is to manage everything so that all we’ve planned for comes out in the best way possible. The challenge in Super Mombo Quest, for example, is making this huge game a reality. The final version will have approximately two hundred and fifty levels. We are producing the biggest game ever made by the company!

 

How well have both games been received so far?
We were surprised by the number of people who were captivated by our games. At TikTok, for example, we were able to build a community of more than 30k people, and we brought over 1,5k to our Discord server. They are always supporting the development, giving feedback, and testing versions so that everything is fine.

 

What platforms are you looking to bring the games to?
We are looking to bring them to computers (at Steam), Mobiles (Android and iOS), and consoles (such as Nintendo Switch, Xbox, and PlayStation).

 

Have there been any ideas at this stage of development that have since been scrapped or reworked where both games are concerned?
Throughout the development process, there were things that didn’t work and that needed to be redone. In Super Mombo Quest, for example, we changed the main currency of the game and the mechanics related to it in the middle of development.

 

Has the studio been mindful of the influx of Metroidvania and rogue-lite titles within the indie scene in order to make this game stand out among the many others?

We produce games that we have had in mind for a long time. The character Mombo, for example, appeared in my graduation work. We developed and learned more about platformers, which today is one of our specialties. But we are always attentive to trends and trying to predict what will be best received by the public.

 

If you had the opportunity to develop a game with any company or any franchise, which would it be, and why?
Aiming high, I believe with Nintendo. It is a company with young spirited games that inspired me a lot and were part of my youth.

 

What’s next for Orube Game Studios following the release of Dwarf Journey and Super Mombo Quest?
We still don’t know for sure how the next project will be, but we intend it to be one of the big ones. You will have to follow us on social media to find out!

 

Are there any other genres of gaming that Orube Game Studios have thought of working on in the future?
We are planning to make a multiplayer RPG. There is nothing right yet, but it’s a wish that we have for the near future.

 

Do you have any advice for aspiring developers that may be reading this?
Currently, Super Mombo Quest has more than two hundred levels, which we consider to be a large scope. However, before producing it, we released several smaller games. The main tip for those who are starting is: make small and simple games. Understand the process and be very aware of how long it takes to produce a game. A game of scope or complexity greater than the team’s capacity can take a long time to produce, increasing its cost and reducing the chances of profit. Sometimes it even happens that the project is not launched because there is no budget to complete, or even that the producers give up on development.

 

Where on the Internet can people find you?
You can find us on Twitter, TikTok, Facebook, and Instagram @OrubeGameStudio! You can join our Discord server too. Here is our Linktree so you can find us everywhere https://linktr.ee/orubegamestudio.

 

Do you have anything else to add?
I think that for those who are looking to live from games, it’s important to know that it’s a very competitive market. Currently, it’s difficult to undertake in the area without having accumulated prior knowledge, much because of the lack of incentives in the sector in some countries. On the other hand, we have an industry under construction and with a lot of potential. More and more companies are consolidating and creating job opportunities for those looking to work in the environment. The game market is growing and will grow for many years to come. With intelligence, dedication, and a little creativity, it is possible to live from games!

 

I’d like to thank Pedro for taking the time out to answer what questions I have as well as providing a very unique insight into the competition that comes with taking the plunge into indie development. It has indeed become an extremely competitive market over the last few gaming generations, as I have witnessed firsthand, but both Super Mombo Quest and Dwarf Journey look to be strong competitors in the plethora of indie games in their genres and I wish them the best of luck with them both, and I hope you guys enjoyed learning more about these two potentially game-changing titles.

 

Game on,

Scouse Gamer 88

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