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Show Clue: Murder by Death to the world

Now that we are in the final stages of the game, it was necessary to make the project known to the world. Until now, we had been moving in familiar and favorable territory, where people who tested the game had kindly provided feedback on the narrative experience we developed. However, as we approach the release date, we need to expand the game widely so that, when we launch it, it is as successful as possible.

In our case, where we will publish across most distribution channels (Steam, Switch, PS, Xbox, Windows Store, Google Play, App Store), a lot of marketing work is needed to reach all the players who might enjoy a detective narrative game as much as we do.

STEAM: Not everything, but everyone asks

On one hand, Steam is just one of the markets where we will distribute the game, but at every event we have attended, everyone asks, when trying the game, if it is already on Steam or if a Steam demo exists. Curiously, at least in the West, this is usually the first question, and only afterward can you explain that the game will be available across multiple channels.

This is no coincidence: Steam is still today the most significant PC platform, with over 120 million monthly active users and steady, moderate growth year after year. In fact, according to Valve's latest report, the daily average of simultaneous players exceeds 33 million. In this context, it is natural that the first question from players is "Is it on Steam?", as it is their natural entry point for any indie or narrative game.

We do not know whether the game will sell better on Steam, consoles, or mobile devices. Statistically, however:

  • Narrative and investigative games perform better on Nintendo Switch and Steam than on mobile.
  • 100% premium mobile games account for only 4% of the mobile market revenue, but they still perform well if they have a clear IP or a loyal fanbase.
  • On Steam, games with demos achieve up to 47% more wishlist conversions, according to internal Steam Next Fest data.

With all this in mind, it was evident that the game had to be on Steam to start building a wishlist, while also providing a simple way to showcase the game and offer a demo for players to try it.

The Steam effect: one step leads to another

Moreover, this step has also triggered a second effect, which confirms the strength of Steam in the gaming world. Once the Steam page was created and the demo published, we began to receive organic requests to test the game or write articles about it.

According to various industry sources, more than 65% of indie content creators look for new games on Steam through:

  • Coming Soon game lists
  • New demo announcements
  • Tag searches (in our case: Mystery, Detective, Narrative, Puzzle, etc.)
  • Automated tracking tools like SteamDB, SteamPeek, Keymailer, or PressKit trackers

That is to say: influencers no longer wait for games to come to them. They actively scour Steam to find projects with personality, polished visuals, and compelling narratives. And this is exactly our case.

We received requests from:

  • creators looking for narrative games for Twitch or YouTube,
  • specialized media seeking new mystery stories,
  • small to medium streamers looking for “hidden gems” to showcase to their audience.

This validates the decision to prioritize Steam at this stage of the project.

Here are some examples:
Media / Creator Type Link
GAMES ARDOR icon GAMES ARDOR
Featured games list
Article View article

Final reflection: A narrative game needs presence, not noise

Publishing a game today is not just creating it and launching it: it is building presence, generating trust, and making it easy for the community to find you. Data from 2024 shows that over 14,000 games are published on Steam each year. Amid this sea of new releases, narrative games face a double challenge: they are not quick-consumption games, nor do they rely on repetitive mechanics that generate immediate virality.

The strong point is another: Narrative games generate loyal communities and even advocates.

A player who connects with a story:

  • recommends it,
  • follows updates,
  • awaits DLCs,
  • and talks about the game even after finishing it.

That is why our strategy combines reach and quality. Being on Steam is necessary, but not sufficient. We must be on consoles, on mobile, and most importantly, at the heart of players who seek the thrill of investigating a mystery in a mansion full of secrets.

This is the journey that now begins for Clue: Murder by Death. And, like any good mystery, we can only solve it with the company of those who want to follow us.

Published: By: Cocodrolo Games - Tuesday, December 09, 2025

Physical events: Clue, Murder by Death

Why Should a Small Studio Attend Physical Events?


Developing a video game like Clue: Murder by Death from a small studio is an exciting adventure… but also a challenge. We compete in a global market, surrounded by thousands of projects, and becoming visible is essential. In this context, attending physical events is not just a promotional activity: it is a direct investment in the health and future of the project.


After attending three very different events (Gamescom, BCN Game Fest and SAGA), we can say that each of them brought us unique opportunities that we would hardly have achieved by working online alone.

This is our experience.

Gamescom: the gateway to the international market

Gamescom is probably the most important event in Europe in the video game sector. Thousands of professionals, hundreds of publishers and overwhelming media presence. For a small studio, it can be an intimidating environment… but it is also the place where the big opportunities happen.

We participated under the umbrella of Catalan Arts, an initiative that provided us with institutional support and a professional space in the business area. Thanks to this platform we were able to hold B2B meetings with service companies (QA, localization, marketing…), international publishers and some investors.

For us, Gamescom meant:

  • Showcasing Clue: Murder by Death in a global environment.

  • Comparing our project against professional market standards.

  • Building real connections with potential strategic partners.

  • Receiving feedback regarding the commercial viability of the game.

In a place like this, every meeting can become a turning point. And some of the conversations we had there continue today.

BCN Game Fest: finding the indie community

BCN Game Fest offered us a welcoming, creative environment focused on the indie scene. This time, with our own booth, we had the chance to present the game face-to-face to other small developers, artists, programmers, designers and specialized professionals.

The roles that usually circulate here are very diverse: indie publishers, QA freelancers, external art teams, marketing specialists, developer communities, students, and an entire ecosystem that shares struggles and ambitions similar to ours.

From BCN Game Fest we highlight:

  • The chance to do more horizontal and informal networking.

  • Deep conversations with other studios that understand the indie daily life.

  • Valuable contacts with professionals offering essential services.

  • A first impression of the game’s reception in a creative environment.

It is an event that not only showcases video games, but also creates community and collaborative opportunities.

SAGA: listening to real players

Finally, SAGA was a very different and complementary experience. Here the focus is not so much professional networking as the end user.

We also had a booth, and the main goal was to observe and listen to “real” players: families, young people, adults, people who simply love video games and come to discover new things. The audience at SAGA is family-oriented, intergenerational and very diverse, perfect for validating accessibility, game pace, clarity of mechanics and overall interest.

What we learned at SAGA is priceless:

  • How players of very different profiles react to our title.

  • Which parts of the gameplay work immediately… and which do not.

  • Which narrative elements spark the most curiosity.

  • Which details need refinement to make the game more accessible and fun.

This kind of direct feedback is impossible to obtain remotely.

The real value of attending physical events

After this journey through three very different events, we have learned that each type of event provides a specific benefit:

✔ International visibility (Gamescom)
The gateway to publishers, investors and global services.
Connection with the indie creative community (BCN Game Fest)
An ideal place to share experiences, create collaborations and learn from other teams.
Feedback from the final audience (SAGA)
Real, spontaneous validation on how the game is perceived.

When you are a small studio, these experiences not only push the project forward: they also motivate the team and reinforce its sense of direction.

Conclusion: investing in physical presence is investing in the future

Physical events are full of noise, queues, rushing, exhaustion and hours of standing… but they are also full of opportunities that do not come in any other way.

For us, attending Gamescom, BCN Game Fest and SAGA has been a strategic step that has strengthened Clue: Murder by Death on all fronts: commercial, creative and community. It has allowed us to grow as a studio and validate that the project has space, audience and potential.

And above all, it has reminded us that behind every video game there are people. People who play, who collaborate and who help this industry grow.

See you at the next event.

Published: By: Cocodrolo Games - Thursday, December 04, 2025

The challenge of narrative design in interactive mystery video games

Writing a story is a complex task. Writing ten of them simultaneously is even more challenging. And doing so within an interactive environment such as a narrative video game is, quite frankly, a titanic task.

Communication theorists explain that when telling a visual story, the narrative core travels in parallel through several channels: the setting, dialogues, objects, actions, and even silences. The player receives fragments of this information through different paths, and it is the sum of these perspectives that allows them to reconstruct the story and understand the mystery.

In Clue: Murder by Death, the player faces 10 parallel stories that can be discovered in pieces depending on observations: a hidden detail in a painting, a casual comment in a conversation, the subjective description of an object, or a scene glimpsed in passing.

The Player’s Perspective as a Narrative Tool

When the player chooses their “assistants” at the beginning of the game, they are deciding through whose eyes they will experience the story. Each character offers a unique narrative perspective, with their own interpretation of events, prejudices, and motivations.

John Smith, the protagonist detective, does not know the mansion, the guests’ customs, or the role each one plays. Nevertheless, he is the common thread in all playthroughs. The two companions who accompany him not only provide information but are also active participants in the plot: they may hide information, lie, or even be the murderer.

This approach creates a subjective narrative: what the player sees, hears, and interprets depends on the chosen characters, and this changes both the dialogues and the events they experience.

Applied Narrative Game Design Theory

In video game design, there are two major narrative approaches:

  • Linear narrative: the player follows a sequence of predefined events.

  • Emergent narrative: the story arises from the player’s interactions, decisions, and discoveries.

Clue: Murder by Death opts for a combination of both: there is a central mystery —who killed Lord Robert Anderson, how, and why— but the path to discovering it is different in each playthrough.

This poses significant challenges for game design:

  • Maintaining the internal consistency of all storylines.

  • Providing enough clues without revealing the mystery too early.

  • Creating dialogues and situations that make sense from multiple points of view.

  • Ensuring that every player decision has a real impact on the perception of the story.

This type of design encourages replayability: each playthrough is an opportunity to discover new details, establish new connections, and gain a more complete view of the case.

Replayability as the Core of the Game

Instead of a single closed experience, Clue: Murder by Death is a narrative puzzle made up of ten interconnected stories. In each playthrough, the player gathers pieces of this puzzle, and only by replaying will they be able to complete the full picture.

This makes every session unique, as the interactions, conversations, and even objects of interest can change depending on the initial choices and how the player explores the mansion.


An Interactive Mystery Experience

In the end, the heart of the game is this: to uncover the hidden stories of the ten characters and, with a combination of logic, intuition, and observation, figure out who committed the crime, how, and why.

With its distinctive visual style, unique narrative structure, and commitment to emergent storytelling, Clue: Murder by Death offers an experience that combines the best of classic mystery with the unique possibilities of the interactive video game.

Published: By: Cocodrolo Games - Monday, August 11, 2025

The emotional construction of characters

In the world of video game development, creating characters that connect with players involves more than just storytelling or gameplay. Art, aesthetics, and attention to detail play a fundamental role in conveying emotions and building a memorable universe. For Skool Days, we drew inspiration from the work of artist Kay Lousberg to shape characters that are not only unique but also emotionally resonant, forging deep connections with players. 



Art as an emotional vehicle

Kay Lousberg's work is characterized by a clean and geometric style, with simple shapes and vibrant colors that immediately capture attention. This aesthetic is not only visually appealing but also makes it easier to convey the emotions of each character. 


  • Simple Shapes, Clear Emotions: Lousberg’s geometric designs emphasize essential elements of each character, such as facial expressions or body language, allowing players to recognize and connect with emotions at a glance.  
  • Colors as Language: Vibrant and contrasting color palettes enhance the characters’ personalities. For instance, warm tones like oranges and yellows can convey joy and optimism, while softer blues and greens might evoke calmness or introspection. 

The Creative Process: Bringing Skool Days to life

At our studio, we have integrated these qualities into the creation of the characters in Skool Days


  1. Visual concept: Each character begins with a design that reflects their personality and role in the game. Inspired by Kay Lousberg’s style, we focused on clean lines and clear shapes that help players quickly identify each character. 
  2. Expressiveness: We’ve worked on animations and micro-expressions to reinforce emotion in every interaction, from a teacher’s encouraging smile to a friend’s knowing glance.
  3. Visual Harmony: The entire game environment shares a cohesive aesthetic based on this style, creating an immersive and delightful universe that reflects the diversity and emotions of the school experience. 

A world full of life and emotion

In Skool Days every character has a story and an emotion to convey. This emotional connection, reinforced by the clean and colorful aesthetic, is key to immersing players in a dynamic school environment. Kay Lousberg’s influence has helped us strike the perfect balance between simplicity and emotional depth, making the characters feel alive and memorable. 



Discover the style that inspires 

To better understand the aesthetic that inspired us, we invite you to explore Kay Lousberg’s work on his official website: kaylousberg.com. His ability to transform simple shapes into vibrant, lively images is a great source of inspiration for developers and artists around the world. 

In a game like Skool Days where social and emotional interactions are at the heart of the experience, art plays an essential role. Drawing inspiration from Kay Lousberg’s work has allowed us to create characters that not only align with the game’s aesthetic but also emotionally resonate with players, crafting a meaningful and memorable experience.
Published: By: Cocodrolo Games - Thursday, January 09, 2025

A narrative story

After a long time of development we are in the final phase of the Clue: Murder by Death project. Recreating with fantasy a Victorian mansion in 1930's England has been an interesting and fun challenge with more than 160 rooms and its characters living a fateful night. The death of Lord Anderson, Scotland Yard investigating the case and a detective must find out who the murderer is.
On top of that, in a narrative game like this, story is everything. Having a good story to tell was our top concern and our focus in the final phase of development. We were looking for 10 stories that intersect over the years leading up to this night where Lord Anderson has been murdered. One of the main mechanics of Clue: Murder by Death is that everything that happens and the player finds out is explained from the subjective perspective of the characters that the player controls in order to, little by little, encounter by encounter and a lot of observation, allow the player to know the stories that have led him to this point.

For this project our design team has worked on a historical basis to transfer the background of the time and be as faithful to the circumstances of the story, the characters and motivations. To do this we have relied on numerous sources of information and the help of an interdisciplinary team to propose a case that will delight lovers of mystery, puzzles and murders. In this case we have also counted with the work of students of the University Degree in Digital Arts La Salle Bonanova, Ramon Llull University (Judit Aviñó and Laia Rueda) where from a current perspective they have made a narrative design of the story in clues to transform the game into an experience for mystery lovers.


In a few months, we hope that this project will be released and will reach different platforms so that the public can enjoy the experience as much as we have enjoyed creating it.
Published: By: Cocodrolo Games - Tuesday, November 26, 2024

Designing an experience

A game’s title is essential, but the accompanying image is even more critical. It must capture the essence of the game in a single illustration. This cover art often defines the success or failure of a project, making it one of the most important elements of the overall gaming experience. For our game in development, Skool Days, we partnered with Unicacabra Studio, a creative art studio based in Fuerteventura, Canary Islands, known for designing illustrations with personality while maintaining a classic, old-school aesthetic.

For this project, we wanted a cover that exudes character and helps players empathize with the characters in the game, who are embarking on new challenges and adventures.

When we started designing the Skool Days cover, one key question guided us: What do we want to convey? Two fundamental concepts came into play here: Intentionality and Visual Appeal.

Unicacabra Studio brought our vision to life, ensuring a smooth, collaborative process. By maintaining a constant flow of communication, we avoided misunderstandings that could have caused delays or compromised the final artwork.


From concept to final artwork

When the studio received our initial brief, they explored multiple sketches to find the best way to express our ideas. At this stage, their questions helped us refine the direction and avoid confusion.

For Skool Days, we had a clear vision from the start, so the iterations primarily focused on the composition and how the artwork would adapt to different dimensions and formats. The creative process followed these key phases:

Initial Sketch: The studio began by drafting an illustration that captured the personality of the game.


Perspective and Composition: Once the sketch was approved, they focused on technical elements, such as perspective and the arrangement of key visual components. For example, the girl's face was placed at the intersection of the top and right thirds of the image, a focal point that naturally draws the viewer’s attention.



Color Blocking: A color-blocking phase helped establish a visual flow. The viewer's eye is guided from the girl’s face to the boy and finally to the school in the background.


Detailing and Lighting: The final stages involved refining details, adjusting lighting, and adding atmosphere to create depth and coherence.

Special attention was given to the girl's face, which serves as the central focus of the image. Her gaze underwent the most adjustments to ensure it was visually appealing and conveyed the right emotion.


With the project completed, the studio provided us with organized files, making future edits straightforward. The result is a spectacular piece of cover art that perfectly aligns with the essence of Skool Days and works seamlessly across various formats.


Published: By: Cocodrolo Games - Thursday, November 14, 2024

Welcome



Welcome to our vibrant world of gaming! We are a young and dynamic video game development company based in sunny Barcelona. Our team is passionate about creating games for mobile, PC, and consoles that are not only entertaining but also inclusive and socially relevant.

Our games are designed with sensitivity and a focus on current and social themes. We believe in the power of video games to make a positive impact, and our mission is to create experiences that resonate with a diverse, cosmopolitan audience.

Our first game is a social simulator where players control an avatar navigating the complexities of school life. The game challenges players to manage studies, social relationships, personal insecurities, and various events. Through empathy and thoughtful decision-making, players learn to handle different situations, sometimes achieving satisfying outcomes and other times choosing the lesser evil.

While our games are engaging and fun, filled with mini-games, challenges, and puzzles, they also serve as valuable tools for raising awareness among young people and teenagers about complex situations they might face in their daily lives.

Join us on this journey as we create meaningful and entertaining gaming experiences!
Published: By: Cocodrolo Games - Wednesday, June 26, 2024

 

Financiado por la Unión Europea - NextGenerationEU

Financiado por la Unión Europea - NextGenerationEU