Friday Questions Questions

by Ron Gilbert
Apr 25, 2017

Welcome to what could be the last Thimbleweed Park Friday Questions Podcast.

Time to get all your questions in, although we will be recording on Thursday, so the cut off will be Wednesday evening (PDT).

Please keep your questions about the final game and design, art, production or developer issues related to that.

I think it goes without saying that the comments will be filled with spoilers, so don't read this is you're trying to remain pure.

3... 2... 1... GO!

COMMENTS ARE CLOSED

The podcast should be up this weekend, Monday at the latest.



hihp - Apr 25, 2017 at 12:20
Looking back to the start in 2014 - what is THE one thing that you would do differently?

Jeff King - Apr 25, 2017 at 12:21
I'm curious to know where people got stuck most when playing through game.
I recently finished it and the longest time I was stuck was when I didn't know to use the toxic waste in the puddle. This took me a few days to get past.

Tracy - Apr 27, 2017 at 03:15
I couldn't figure out how to get the watch repair tools! Took me days!

Randy "Dirt Farmer" Hofbauer - Apr 25, 2017 at 12:24
In your Talks at Google video (loved it!), you mentioned the mansion in Maniac Mansion as being sort of the main character in that game. Would you say you and the team thought of and designed the town of Thimbleweed Park as the sort of main character in this game? Or if not, do you think of it as such now looking back on the game post-development?

Randy

Pearce - Apr 25, 2017 at 12:25
When will there be an update that makes the arcade machines playable as a "game within a game"?

Milan Fahrnholz - Apr 25, 2017 at 12:34
Seconded. Really looking forward to this!
Some sort of mini "Rescue On Fractalus" (with a different name obviously) would be a great idea!

Alejandro - Apr 26, 2017 at 12:28
Yes! Maybe play Maniac Mansion in one of the arcades machines?

Christian - Apr 25, 2017 at 12:25
What is your position on decompiling and decrypting the game, assets or savegames?

Nicolas Rivas - Apr 25, 2017 at 12:25
What did you realize about the game only after you read the reviews? I guess most things that were written about the game you had already thought about, but most probably not all of them.

Bern - Apr 25, 2017 at 12:27
How is business going? Are you selling enough to produce part 2, or a completely new game?

Thanks a lot for Thimbleweed Park, I had lots of fun!

Nor Treblig - Apr 25, 2017 at 14:14
That would be interesting to know.
And how off are the Steamspy numbers? http://steamspy.com/app/569860

tomimt - Apr 26, 2017 at 02:49
I'd love to hear something about this as well. It looks to me, that TP is selling pretty well for a modern retro point and click adventure,, so I'd like to hear if that's really so.

Matt - Apr 25, 2017 at 12:27
What are your plans for the near future? Will you guys keep working together to make another game? (Please tell us there'll be more of this)

Kytattoo - Apr 25, 2017 at 12:28
Ron, why did you use the verbs in imperative mood in Russian version of the game. Isn't it obvious to use an infinitive form?.. It's sad for me as for an interpreter ..

Soong - Apr 26, 2017 at 04:23
Something similar happened in German: Usually, those verbs are translated in imperative form in German, but here, they're first person singular. The translator said it was a conscious choice, but I don't know yet why. Maybe it's similar in Russian that the imperative has a special meaning here.

Someone - Apr 26, 2017 at 10:17
"...but I don't know yet why"

I second that. @Boris (if you read this :)): What was the reason for the current verb forms? Have I overlooked something?

Arto - Apr 25, 2017 at 12:28
The Box. We need The Box. Box is essential. When will we get The Box?

Arto - Apr 25, 2017 at 12:58
Sidenote: hopefully The Box won't have pixelated graphics on it (other than screenshots from the game). The graphics on printed materials expanded the gameworld for us in 80's and 90's, and helped to create a certain atmosphere for the game. It was always something the game alone couldn't do. Indiana Jones and The Last Crusade - Graphic Adventure's box was a letdown, since it had a photograph in the cover (and not even an exciting one; it is just a portrait saying "hey look, this is a game about Henry Joneses! Smiling!"). It was nothing like the other box covers or the posters, which had cool painted pictures, portraying an epic adventure which was great enough for someone to create a cool piece of art from. The back of the box saved a lot, though.

I understand (*SPOILER*) if The Box would have pixelated art, since the whole point of the game is that it is in a pixelated universe, but still... Steve Purcell's art on boxes is a big part of the fascination I have for early Lucas Adventures. I have few of them on canvas on my wall.

...Oh god... I just realised I'm an equivalent to a vinyl record covers enthusiast...

LogicDeLuxe - Apr 25, 2017 at 17:31
In the 80's, there was a saying: A video games is never as good as the cover art.

Ijon - Apr 25, 2017 at 18:32
Dragon's Lair, Teck-Ma-Hu ...

Chris - Apr 25, 2017 at 12:29
How happy are you with sales exeeding the Kickstarter?

Grumpy-this-is-what-we-worked-for-?-Happy?

Kind-of-fine-o-happy?  

Let's-start-another-game-tomorrow-rino-happy?

Christian - Apr 25, 2017 at 12:29
Can you give us *any* hints what the kidnapping scene meant?
How much backstory exists that will be kept secret?

Nor Treblig - Apr 25, 2017 at 14:33
OK, I think now it's time to tell what really happened:
The agent was very tired from walking around for hours, so a nap was the logical decision.
Maybe you have noticed there aren't many beds in Thimbleweed Park! The townsfolk were a little puzzled upon their discovery, but they decided to let the agent sleep.
That agent didn't comment on anything later because of the embarrassment of sleeping while on duty.

Ron Gilbert - Apr 25, 2017 at 14:43
Nailed it.

Zak Phoenix McKracken - Apr 25, 2017 at 15:33
I'm starting to think that you are an undercover agent...

Someone - Apr 25, 2017 at 16:47
Nor Treblig *is* Ron Gilbert.

RedPhantom - Apr 25, 2017 at 12:30
How much of Thimbleweed Park was playable in wireframe before the real art was added in? Did Gary initially do every room in wireframe?

Uli - Apr 25, 2017 at 12:30
I was wondrring if you'll do more posts about audio recording? In particular, I'm curious about how you did the phrases that change depending on my actions (like the names you can check in under) or are random (like the gazette riddle). Did you insert words? Did you record the entire phrase? Did they work out theway you hoped?

Uli - Apr 25, 2017 at 12:31
How did you handle choices in-game in general? What were the difficulties? How did this affect the engine, savegames, art? I mean, changing the tube shop sign probably involved drawing each choice by hand, or is that a font?

Joel Dorsey - Apr 25, 2017 at 12:32
How much content did you cut from the final game?

Uli - Apr 25, 2017 at 12:33
Any plans to include the blog posts in the game? You could add an "Extras" section to the menu with behind-the-scenes info. Would even fit the meta-ness of the game.

Crazycanuck - Apr 25, 2017 at 12:35
How's the IOS version coming along? I will be honest, long time fan holding out because I want it for the iPad.

Big Red Button - Apr 25, 2017 at 13:19
The likelihood of possible other ports (PS4 and Switch) would be interesting as well.

Peter Campbell - Apr 25, 2017 at 12:35
Any chance that Thimbleweed Park  gets a "Director's Cut" update with a bunch of new content?

Mike - Apr 25, 2017 at 12:36
Who killed Ze German?

Zak Phoenix McKracken - Apr 25, 2017 at 15:34
The sheriff-a-reno-a-boo

Someone - Apr 25, 2017 at 16:48
No, the corroner-a-who.

brian - Apr 25, 2017 at 18:41
but why? who was he??

Guga - Apr 26, 2017 at 01:12
He was the investor Franklin found for his new business. He has a PillowBear in his inventory.

Someone - Apr 26, 2017 at 10:18
I think Guga meant the murderer, not Brian.

N. Harold Cham - Apr 25, 2017 at 12:40
This is your first crowdfunded game, and you've been very open about the progress and decisions that you've made throughout the project, which gave us a lot of insight into the creative process.

Is this public, anonymous feedback better or worse than the interaction you had with superiors back at Lucasfilm Games?

Brian Ruff - Apr 25, 2017 at 12:41
Who was the killer if not Willie? Did you guys leave this part open on purpose to add mystery or is this one of the deeper secrets of the game that gamers have to figure out through clues? I'm guessing it was Willie on mushrooms, which is why he doesn't remember but something doesn't add up.

Aubrey Alexaner - Apr 25, 2017 at 12:42
So, what's next?   Do you have plans to make another game with this same engine?

manuq - Apr 25, 2017 at 12:42
Besides the nostalgic aspect, the other thing that impressed me the most is the narrative technique: How the player can go at will and trigger different parts of the story in different order (mainly the flashbacks), and how this makes replayability so enjoyable. Have you designed with replayability in mind? Or is a bonus for having a complex game and multiple PCs?

entropy - Apr 25, 2017 at 12:43
Hi TWP-Team,

I'd be more than interested in how you the launch went.
Were you happy with the numbers and the feedback (press/media and gamers)?

Taking only the PC platform and all distribution channels (Steam, Humble, etc.),
can you please tell us the numbers between Windows/Mac/Linux usage?
I'm fine with percent, if you don't want to share absolute values.
AFAIK, at least Steam should allow for such an analysis.

urielz - Apr 25, 2017 at 12:46
I second this question

Melissagirl - Apr 25, 2017 at 12:43
There is one part of the plot that I still don't understand after playing several times. At some point in the game it appears that Reyes is laying on the morgue table and is unplayable for a period of time, but then he is fine later on. Were they performing an operation on him or did he die temporarily or something else?

Guga - Apr 26, 2017 at 01:14
This seems to be a big thing nobody (except one, according to what Ron said in a comment from last blog post) understood.

I'm going to play the game again to see if I missed something. I think that, knowing the setup and ending, I might notice more hints throughout the game.

Paul - Apr 25, 2017 at 12:44
How much of the reviews and online comments do you try to read about the game? All of it, some of it, none of it?

Robert Ring - Apr 25, 2017 at 12:44
On one episode of your podcast, you mentioned that some of your puzzles were more difficult for people to figure out than you expected, and others were much quicker than you expected. My question is whether there were any puzzles that you purposely designed to be deceptively easy. For me, I was stuck forever on the "jewelry tools in the hotel room" puzzle. I eventually became convinced that I had to find a way to get the glue from the radio station and squirt it into the card reader so Sexy Ryker's card would get stuck in the door. When I figured this puzzle out, I facepalmed because I had been making it much harder than it actually was. Was this intended here or anywhere else in the game?

Patrick Paquet - Apr 25, 2017 at 12:44
Do you have an ETA for the uncensored version and the arcade? Also, I don't know if it's too early to tell, but was Thimbleweed Park the success you expected to it be or more, so you can keep at doing what you do best ?

WhiteRakogis - Apr 25, 2017 at 12:44
That ending.  When did you come up with the idea?  Was that planned from the beginning, or was it an idea that came later?

Gonzalo - Apr 25, 2017 at 12:46
Did this level of fanatism (before the launch and after it) and how eager people was to participate IN the game (writting books, recording messages, etc) were expected by you or was a surprise?

Reading the comments and reviews, would you think that you should do anything different in the history?

Thanks a lot for such a wonderful game

Evan - Apr 25, 2017 at 12:48
When did you know it was done, and how could you tell? Was there a particular milestone or critical mass of content that you reached, or did it just feel ready?

entropy - Apr 25, 2017 at 12:53
Amazed, how many fu*beep* bast*beep* can't read and drop spoilers here. >:(

Read the blog post - Apr 25, 2017 at 13:03
?
Ron said in the post, that comments will be full of spoilers. You read that, right?

entropy - Apr 25, 2017 at 13:04
I realized that fail on my side and hoped nobody would notice it. :D ;)

Nor Treblig - Apr 25, 2017 at 14:10
Too late, tooooo late :-)

Steven - Apr 25, 2017 at 13:14
Can't read what? The bit that says "I think it goes without saying that the comments will be filled with spoilers, so don't read this is you're trying to remain pure"?

Steven - Apr 25, 2017 at 13:15
Never mind. :)

Stefano - Apr 25, 2017 at 13:02
Is Doug based on a backer who pledged at that level?

Paul Jacobson - Apr 25, 2017 at 13:04
I am loving the game, it is everything I wanted from this, so thanks again guys =)

And toadying over and done with ..... my question!

What's been the most surprising feedback about from players so far?

elvisish - Apr 25, 2017 at 13:09
The game is amazing, really well thought out puzzles and really funny. I know there was 2 main writers (Ron & Lauren) and additional writers (David & Jenn), do you remember which key scenes, puzzles, cutscenes or game sections were written by who?

Milo - Apr 25, 2017 at 13:23
Please answer all of the questions above: they are the same I wanted to ask!
If I wanted to buy a boxed version of the game, can I still do it?

PS: I'm loving the game. Still going through it for the first time at a slow pace in hard mode, appreciating every single pixel in the process: it's just stunning. I hope you guys keep making new ones!

PPS: The soundtrack is amazing.

Ciao.

Dustin - Apr 25, 2017 at 13:29
Thanks for making another fantastic game! How's the Xbox Play Anywhere feature coming?

LB - Apr 25, 2017 at 13:31
What are your favorite songs in the game?

GumbaMasta - Apr 25, 2017 at 13:34
May we have more, sir?

Maurizio - Apr 25, 2017 at 13:37
I'd like to know roughly how many man-hours it took to develop the game. (if possible, divided into coding, backgrounds, animations, scripting, promoting, customer support, music, other).

I'd also like to hear you talk in general of the cases where you had to redesign a puzzle or the story because of some problems that arose during development which you hadn't initially thought about. (like the wrench puzzle that was moved from one part to another, or cases where you realized the story flow was wrong and led you to do some change).

I love you guys. I hope the sales justify a new episode of this great game.

Klaus - Apr 25, 2017 at 13:38
Hi,

is there any change in utilizing the engine you build form Thimbleweed Park? Is there a way of modding or reusing the engine to do other games like SCUMM?
The world would be amazed if we have the tool which you build Thimbleweed Park.

Uncle Scrooge - Apr 25, 2017 at 13:41
How are sales doing chow are doing the sales  compared to your expectations?

Erik - Apr 25, 2017 at 13:43
Playing the game was fun, but I did not understand the story. Who killed Martin Schulz? Why s/he was killed?

Emmanuel Velez - Apr 25, 2017 at 13:48
Will we ever be able to get into the arcade? Will there ever be an alternate ending? Please tell me there'll be a sequel/prequel/followup. Thimbleweed park is a work of art!

mat - Apr 25, 2017 at 13:49
Whats next?

What are you (Team TWP) going to do next?
Do you want to do another project together, something completely different,…?

I’m hoping that you’ll continue making great games!

Ladeluff - Apr 25, 2017 at 14:06
Now that this is all well and out of the bag.
And i am truly having a blast-a-roo playing this adventure gem.

What are the chances of the Monkey Island rights will be pursued and fought back where IT belongs?

I have signed a pertition (somewhere) to Get Ron and the team back the rights to pursue this World class Brand.
And.
I bet navarro, David, gary and the rest of the team would happily work on MI III

Yours point and Click  Faithful-a-roo
Torkill

vegetaman - Apr 25, 2017 at 14:09
As a developer, I am curious -- how hectic has the recent few weeks of the post-launch process been as compared to the last few weeks of the pre-launch process?

Christian - Apr 25, 2017 at 14:13
If you won't explain the mysteries: Can you at least tell us about secret planned things that are not in the game and were changed?

Mischa Magyar - Apr 25, 2017 at 14:16
After release:
What was the best thing that happened?
What was the worst thing that happened?

P.S.: I love Thimbleweed Park! :)

Geoffrey Paulsen - Apr 25, 2017 at 14:16
Can you each discuss some of the memorable items that ended up on the cutting-room floor.

Geoffrey Paulsen - Apr 25, 2017 at 14:19
SPOILER!!!

Is there any truth to the rumor that the end of Thimbleweed Park is similar to the original ending of Monkey Island 2 in that the characters learn that they are just characters trapped in a game?

Claudio Clemens - Apr 25, 2017 at 14:20
Are you all happy with the resulting game? Do you regret haven't done something, or having done some thing too much? As I can say for myself, the game catches really well the charm of Maniac Mansion, being much more beautiful than in the good ol'days. Thanks.

mat - Apr 25, 2017 at 14:26
If you still had $large_ammount that you could spend on TWP, what would you do?

Translations (Voice actors for different languages, more languages)
Ports (Switch, PS4,…)
Additional Content
a TWP branded Amiibo for the upcoming Switch Version
TWP the Movie
A trip to Vegas for Team TWP
…?

Zak Phoenix McKracken - Apr 25, 2017 at 14:31
I don't want to ask you anything related to the game itself (i.e.: why Ray/Reyes suddenly are on the examination table, who has killed Boris, is the sheriff-a-reno the same one who killed Franklin, video killed radio stars...), because I think to understand everything, after having played the game a few other times.

Instead, I want to ask you:
- is the game's finale by any chance inspired by the movie "The Lawnmower Man", published in 1992?

P.S.: Thimbleweed Park is currently placed at position #3 in my personal list of the best adventure games ever! Congratulations!

Miguel - Apr 25, 2017 at 16:46
Can you share your theory that makes all loose ends meet? I have my own but not sure it all fits together...

Someone - Apr 25, 2017 at 17:00
@Ron: Why has the game these "loose ends" (note the quotation marks :))? Or more precisely: Why do you have several scenes in the game that have not a clear solution? It seems that a lot of players are confused for example about the murderer of Boris. You could have state clearly in the game who is responsible for the murder. Why have you decided not to do this and to stay vaguely?

Zak Phoenix McKracken - Apr 25, 2017 at 17:01
Uhm, I try to elaborate a little bit more on my previous sentence.
I mean: I feel I will understand everything once I will play Thimbleweed Park a few times more.
By now, there are still some unclear points to me.

Nor Treblig - Apr 26, 2017 at 00:28
It's hard to settle on an order but TWP is in my top 10 list of best video games ever!

Someone - Apr 26, 2017 at 10:20
That's not a friday question... ;-)

Nor Treblig - Apr 26, 2017 at 15:13
It was a Wednesday statement!

Christian - Apr 25, 2017 at 14:32
What happened to the higher backer levels? Which characters or items are based on backers?

eHenryThripshaw - Apr 25, 2017 at 14:33
Did you purposefully leave the ending just vague enough so that you would have more to go on should you make TWP2 or do you already have a second story in mind?

Christian - Apr 25, 2017 at 15:01
Dear Thimbleweed Park Team,

My request/wish is that I would like to ask if I can buy a Boxed version of this game.

I'm 38 years young and loved the Commodore C64 and Amiga times. I still have my old Amiga and my old games among others Monkey Island 1 & 2 and Indy, all the classic games. For me I connect these games with my childhood/youth and a better time of gaming. A time where the humor and imagination was more important than the graphic and effect monsters I find in modern games. These old games like Zak McKracken, Maniac Mansion, Indy or Monkey Island had (and still have!) a soul for me, also the boxes! It's a piece of time and art I just would love to see with shining (child) eyes again. A modern Steam, GOG key can not give me this feeling.

I don't want to bother you and I hope you understand what I want to say with my broken English. Can you make it possible somehow please that I/we can buy a boxed version of your Thimbleweed Park?

I'm not at Facebook, I'm not using Steam or GOG. I think I'm really kind of retro myself ;-) But this is how I want to be and this/your game is something special in this fast moving day and age (like a game from a better time) which I identify much and would love to see and have it physically. That would emotionally count a lot for me (and surely many other fans of your artwork worldwide).

Many (hopeful understandable) words...
Thank you so much for all your work and many happy hours. Please never stop!


All the best,

Christian

PS: I also wrote this to Jenn who was kind to answer. Thank you too Jenn!

Grzegorz - Apr 25, 2017 at 15:02
Is there any chance to have Maniac Mansion and/or Zak McKracken "remastered" on TP engine? I can't imagine any other problems than legal ones...

Zak Phoenix McKracken - Apr 25, 2017 at 15:14
It should be a bootleg version of Zak McKracken...

Marx - Apr 25, 2017 at 15:13
Question for Ron: what version control setup did you use and why?

Darkstorm - Apr 25, 2017 at 15:17
Why did you make the decision to not be able to "look at" people?

Mattias Cedervall - Apr 25, 2017 at 15:20
Will you please fix my books in the library like I've asked you to several times?!

Ron Gilbert - Apr 25, 2017 at 15:34
We've had a lot of request to have books fixed, it's opening a can of worms. Once we fix yours, we will be yelled at by the X other people about why we won't fix theirs. If we start fixing books, more and more people will request it.

Big Red Button - Apr 25, 2017 at 17:37
That's understandable. It would be a huge amount of work while most players will read only a few books from these endless shelves in the library anyway.

Nonetheless I think that it does make sense to fix any flaw in the phone book, because that's a backer's reward.

Ron Gilbert - Apr 25, 2017 at 17:44
And we have fixed phonebook issues, but only when it's an error, not just someone wanting to change it.

Nor Treblig - Apr 25, 2017 at 16:45
+1 for fixing your book. I'm OK with fixing this book only and ignoring all other requests.

"As most adventure games are, this is a VERY non-linear game."
Whaaaat? That's a bold statement.

Mattias Cedervall - Apr 25, 2017 at 15:20
When will you release the patch to open the arcade?

Mattias Cedervall - Apr 25, 2017 at 15:22
What is your favorite question?

Mattias Cedervall - Apr 25, 2017 at 15:22
It looks like you didn't implement dynamic fog that reacts to the playable character's movements... :-(

Zak Phoenix McKracken - Apr 25, 2017 at 15:31
It will be in Thimbleweed Park 2...
.
.
.
...probably...
.
.
.
...not.

Uli Kusterer - Apr 26, 2017 at 09:08
Check out the alley behind the Diner, early in the game, the moving fog is there :-p

Hysteria - Apr 25, 2017 at 15:23
Thanks Ron for making this awesome game! ;)
I have 1 question about the story:
*SPOILER*
Did Agent Ray survive the deletion of the game? What happened to her/where did she end up?

Guga - Apr 26, 2017 at 01:29
I hope we see her in another game. Possibly made by some Japanese

Mr. Underhill - Apr 25, 2017 at 15:23
If you had unlimited finances and a year you could dedicate to just that, what would be the top 3 on your priority list to add/remove/change ?

Thanks for making a great game!

Camilo - Apr 25, 2017 at 15:44
Is there a particular puzzle or feature that has a small or negligible impact on the game that you (or anyone else) INSISTED to implement even knowing it would be minor or even unnoticeable to most players?

Peter - Apr 25, 2017 at 15:50
I'm currently doing a Phd and I have a lot of discussions in seminars about the topics "fourth wall", "meta level" and "postmodernism". I would say: The end of Thimbleweed Park is a fourth wall meta level postmodernistic moment. The question ist: Why are you useing a fourth wall meta level postmodernistic ending? It's a little bit like Lewis Carroll meets Douglas Adams, some kind of Alice's Adventures in Galaxy. The end is very much Alice - like.

Moose - Apr 25, 2017 at 15:52
you mentioned there are hidden endings. how hidden are they? can you give us a hint on how to find it/them? I'm assuming these are well hidden, not small variations on the "normal" endings.

manuq - Apr 25, 2017 at 16:20
Just don't press the button!

Enrico - Apr 25, 2017 at 15:58
@Ron: In January you said:

"The anticipation for the game is high in the small circle of traditional adventure game fans, but virtually unheard of for most gamers, even gamers that like narrative games. For the game to be successful, we need to attract that audience and so far, we have failed to do that."

My question is: did you reach that audience or are you still selling the game mainly to traditional adventure game fans?

Thanks for the beautiful game!

Joltdude - Apr 25, 2017 at 15:59
Kinda wish i knew what was in that white square when I launch the game.. before the menu appears.....
Still havent gotten around to d/l the soundtrack I bought...

Thanks for a great game..

-J

Roman - Apr 25, 2017 at 16:10
well ok...I've solved the game.....but still don't really understand who knocked down the agent ;-) So...what/who was it?

john - Apr 25, 2017 at 16:36
Why did you choose to have the Playable Characters not be able to talk to each other? (Besides the cutscenes)

tomimt - Apr 26, 2017 at 02:56
You could talk to anyone in the early LucasArts games. There's no Talk To verb in Manic Mansion or Zak McKracken and considering this was supposed to be like a game between those two and Monkey Island, not being able to talk to playable characters kind of makes sense.

Miguel - Apr 25, 2017 at 16:37
Despite being an awesome game, the characters' stories feel somehow disconnected. BUT, this could be a great way to introduce another playable character in a DLC, like Willie, El Paulo or the Lawer. All of them with an interest to get into the factory and find out what happened to Chuck.

Is this something that has crossed the team's mind? How much work would it be puzzle-wise to accommodate this?

Sushi - Apr 25, 2017 at 16:48
Gary, is that your voice at Thimblecon'87 or an actor's? Unlike David and Ron, you sound quiet different from the podcasts.

Arto - Apr 25, 2017 at 17:47
All Gary voices are done by an actor. Also on podcasts. The podcast actor was sick when they had to record Gary's lines for the game, so they had to use another actor.
Ron's and David's voices are done by actors too.
See, in 1982 George Lucas created this AI, that he used to create games...

Big Red Button - Apr 25, 2017 at 18:35
That's just the tip of the iceberg. If I remember correctly, they also admitted in an early podcast that they had engaged a pedestrian on the street for voice-acting Mark Ferrari. So, let's better not dig any deeper! ;-)

Uli - Apr 26, 2017 at 09:11
No, no, the guy on the street was the one they got to the drawings, because Mark is too famous to actually do his own art, and Octavi got hired by Disney before the start of the game.

Kenney - Apr 25, 2017 at 16:54
How long post release do you expect to continue working on Thimbleweed Park? Is that comparative to other games?

Big Red Button - Apr 25, 2017 at 16:55
Is the gardener made by PillowTronics?

Zak Phoenix McKracken - Apr 25, 2017 at 17:11
Hi, a question for you: when you picked up the device with a Big Red Button... at which room did you think while pressing the button?
And why is it the empty swimming pool?

Big Red Button - Apr 25, 2017 at 18:21
Yeah, it was the empty pool. Probably because my brain was as empty as the swimming pool when I used that device. Fortunately I had saved the game! ;-)

Big Red Button - Apr 27, 2017 at 12:12
Joke aside, it was due to the button there, of course. By the way, there is a big red button at the factory entrance, too. Though, it doesn't have such a funny function. However, both buttons are a nice homage to my nickname! I wonder if they avoided the word "big" in order to prevent confusions with my person. :-)

Simon Simon - Apr 25, 2017 at 16:58
Was there any aspect of the game that you really wanted to change during dev - but could not because of your Kickstarter promises?

Carlo Valenti - Apr 25, 2017 at 17:28
How are sales going? Are you satisfied? Can you give us some numbers? Thank you!

Jammet - Apr 25, 2017 at 17:29
How many more references to Zak McKracken are in the game? :) Besides seeing Annie and Zak in the audience of the ever ranting Ransome? :)

How's the game doing out there? In the world of us, the gamers? The players? The real world! :D

Any chance you could tell us if you are going to be making another new adventure game? :)

Jammet - Apr 25, 2017 at 17:35
Oh, and the nose-glasses of course.

James Bywater - Apr 25, 2017 at 17:36
Do you think you are likely to return to Kickstarter or other crowdfunding options for your next project?

Having gotten Thimbleweed Park out the door, and in such a high quality, you've shown people what you're capable of and I can't imagine you'd raise any less than you did last time. Personally, I'd be willing to donate above what I did before for TWP, and I'm sure many fans would feel the same.

Either way, keep up the great work!

Patrik Spacek - Apr 25, 2017 at 17:38
How the sale goes? did that bring up money for another game? how will you approach license for Monkey Island and when?  thanks! :)

Cole Trickle - Apr 25, 2017 at 17:57
Hi Patrick!
Look what I found under the blog entry when Ron announced TWP on grumpygamer.com:

"I should probably say "wow, cool!"  but I wont, because I am not fan of pixel art at all. I just cant look at it on my 27" monitor or 60" TV. It's not even looking good on 15" inch. I am sure IGF will appreciated for such a game. Good luck! I am sure you will get the funding."

You obviously changed your mind :o) BTW, I played TWP on my 60'' TV and it looked just gorgeous!

Guga - Apr 26, 2017 at 03:19
I also played TWP on my TV, and I must admit, it was WONDERFUL. Made me think I should have played it like that from the beginning.

Cole Trickle - Apr 25, 2017 at 17:44
Are there any things you noticed AFTER the release of the game that you wish you had done different and that you can't correct with a patch (i.e. storywise)?

Cole Trickle - Apr 25, 2017 at 17:46
When is the restart of grumpygamer.com?

LogicDeLuxe - Apr 25, 2017 at 17:59
The plot reminded me of "Simulacron-3" (aka. movie titles: "World on a Wire", "The Thirteenth Floor")
Was this on purpose or coincidence?

James Bywater - Apr 25, 2017 at 18:08
What's the strangest complaint / criticism you've seen so far?

Firebird - Apr 25, 2017 at 18:27
Hi there, nice game!
My question is: Why does the final game only have nine savegame slots?
Retro is cool and all, but this feels more like an arbitrary restriction.
Hard drive space can't be the limiting factor in modern times.

Big Red Button - Apr 26, 2017 at 03:49
I had hoped for a SCUMM like savegames menu, too, for the old times' sake, but on the other hand 9 slots suffice and the preview screenshots are convenient.

LogicDeLuxe - Apr 26, 2017 at 06:08
The early versions of Monkey Island also had 9 slots. And the original C64 version Maniac Mansion only had one slot per floppy disk side.
It was not before SCUMM V5 games when they increased this significantly to 99 save slots.

Martin Wendt - Apr 25, 2017 at 18:27
Did you at any point regret having started a new engine from scratch (a move I appreciate ALOT)?
Would you do that again?

end-of-question

Best wishes to all of you! Take a rest (once porting is completed) and enjoy :-)

Chonk - Apr 25, 2017 at 18:39
Absolutely LOVE Thimbleweed Park! Now that the game has come out and had a few weeks to be received and digested by the public, do you have any insights on the likelihood of another point and click adventure game in the near future, be it Thimbleweed Park 2, a whole new game idea, *cough* or Monkey Island 3a *cough*?

David Tocados - Apr 25, 2017 at 19:04
When will the physical edition be available?

Ijon - Apr 25, 2017 at 19:35
I have more than just one question, let me ask three of them:

1) Are the puddle on the trailhead and the x-marked site (navigator-head) positioned in line by intention, in order to give you a hint (showing the puddle to you, every time you're passing by)? I was on my way trying to dig with the radioactive waste instead of a shovel and maybe to 2/3 through the puddle-scene when I had this Heureka-moment, turned around and solved the puzzle. This way it had something special.

2) The signal situation reminded me of Zak (the alien signals, 60Hz via the phone, Circus on Mars, ...). Putting the simulation aspect aside for a moment: Does TWP exist in its own universe or are there connections to the world of Zak (apart from TWPs' obvious references to old adventures, and sorry but what is the huge fountain representing? It reminded me of Sam&Max). At some point I really was into the idea,, imagining the things which could arise from such a situation, stuff happening, places to go ...

3) Will you open source the engine?

fanaticparkable12313 - Apr 25, 2017 at 19:39
Will there be any additional in-game content in the future (like a DLC). Maybe more character stories or playing as the villain.

Martin Schemitsch - Apr 25, 2017 at 20:49
Dear Ron Gilbert,

First of all: Thank you for this wonderful adventure game - hopefully it won't be the last one!

One question remains (for me): Did you always intend to have minimal dialogues _between_ the main characters or did you change that in light of the voice recording situation? I sometimes missed the possibility to talk to each other...
...of course the other witty dialogues more than made up for that!

Thanks for your time,
Martin

Andrew K. - Apr 25, 2017 at 21:10
What's the deal with Doug? Was he originally created to have more story? Is his only purpose not to let other characters in the mansion, if so why have him dig in the house? This is one question since they all pertain to the "what's the deal with Doug?"

Brian Small - Apr 26, 2017 at 14:23
My guess - Doug digging in the house was originally a bug, but they decided it was too funny to fix, and just went with it.  Also, could this be a veiled reference to "Dig-Dug" ?

Dan - Apr 25, 2017 at 21:27
What is the secret to writing and designing a good adventure game? I swear, I'm not a spy for Japanese game developers.

Uli - Apr 26, 2017 at 09:14
Hi Agent Ray.

Philipp - Apr 25, 2017 at 21:55
I was recently reminded through a personal experience that toilet paper rolls cannot only be arranged parallel to the wall in "over" or "under" configurations, but also perpendicular to the wall in configurations that might be called "towards" and "away". Is there a chance that this could be supported in a future release or are you going to prioritise the arcade?

Guga - Apr 26, 2017 at 01:09
Are ALL screens in the game "rooms", I mean managed by the engine and all, coded in JSON and Squirrel, or the main menu / options menu is coded in C++ and the engine takes care only of the gaming scenes?

Christian - Apr 26, 2017 at 06:22
The start screen is a room like any other for playing the bird and light animation, but the menu and items are done in the exe-file

Evan - Apr 26, 2017 at 01:23
Are sales meeting or exceeding your expectations?

I've seen Thimbleweed Park in the featured games on Steam, GoG and even on the Mac App Store. Hope that means good news!

Jason - Apr 26, 2017 at 01:41
Dear Ron & Gary,

Loved the game and following the development process was great fun to.

I'm looking forward to your next game, whatever form it takes.

Please do another kick-starter.

Thanks

Sergio F. - Apr 26, 2017 at 01:54
Many criticisms that are made to the game concern the ending. What do you think
And about the the ending is how you planned or changed it during development?
Thanks

WalrusSausage - Apr 26, 2017 at 02:54
Do you guys have a date for the Android release?  I'm waiting with baited breath!

Uli - Apr 26, 2017 at 09:18
You mean you ate fish and it's smelling now ... ?

tomimt - Apr 26, 2017 at 02:59
The clue to one puzzle in the game is to watch the Kickstarter video. How will you preserve that in the future, if and when Kickstarter will take the video down in the future? Personally, I think you should make that beta tape as a means to access the video in some future release..

Nor Treblig - Apr 26, 2017 at 03:28
Maybe there IS a Betamax player in the arcade?

LogicDeLuxe - Apr 26, 2017 at 10:27
"Blazing Saddles" is already on that tape. And it would be a sacrilege to record anything else over it.

Simple solution: Just put that Kickstarter video to the game download and on the DVD.

Zak Phoenix McKracken - Apr 27, 2017 at 04:12
Good. For future players, it should be possible to access to that video somewhere in the game, not outside.
If because of the WWIII the whole Internet will end, future players couldn't figure out how to use that balloon animal.
That's unfair.

IkeC - Apr 27, 2017 at 08:37
IMO it doesn't feel very retro when you need internet access to watch a video close to the end of the game. I was able to figure it after a few minutes, but it was a bit annoying.

One could simply replace the dialogue with 'Use the balloon animal where it all started' or something similar.

Gabarts - Apr 26, 2017 at 03:17
I'd like to know if you are going to work again with such a dream team, I recently discovered the pixel artwork of Octavi Navarro and it's pure magic. I've seen also an interesting video of Mark Ferrari explaining the background process (just some tips) for Thimbleweed. Since you have the 2 best pixel artists in the world are there any chances to see another "big pixel" game in the retro style of Monkey Island? Creation of a game like this can take long long time, but the result is an instant classic. We need more...

Mike Pikowski - Apr 26, 2017 at 03:45
Played it and totally loved it :)
Will have a second run in a few Weeks :)

Looking for the Fingerprint Tape got me stuck for HOURS, but let me find many many many Eastereggs (and pieces of Dust) :)

But i´m curious ... When is the Releasedate for the VR Version ??? :) :) :)

Best Kickstarter Game Back Ever :)

Thank you Guys ! Seriously !
If you want Money for the next Game ... Just give me a Call :)

ANDREAS C - Apr 26, 2017 at 04:00
Thank you for a great gaming-experience. First game I really sat down and played since Monkey Island 2 I think. Loved every minute of it, will play through it again real soon. Would really like to hear the story behind the specks of dust.

Chr15t0ph K3rl5 - Apr 26, 2017 at 05:02
- Why no ultra-hard mode without questlogs?
- Who was able to switch the radio antenna three times in the first scene?
- Was ze german guy Boris Schneider-Johne? Who ambushed him?
- Who is the ghost, which slapped Boris and (probably) one of the agents? Is that you, Ron?
- Who ordered Ray? Sierra-on-Line?
- Why disappeared Reyes for a few minutes in the mid-game?
- Who was the sender of Ray´s strange tool, Reyes` watch, etc. ?
- What about all these well known paintings?
- Where is cousin Ted??
- What´s your speed run record time?
- What about @MMucasFlemGames and @MMucasFlem on Twitter? Free riders?
- Did Quentin Tarantino-o-reno already mention the chapter titles?
- How comes the white crystal from TP to mars and Willie to Seattle airport?

See ya!

Michael Mai - Apr 26, 2017 at 05:04
1. Which bug gave you the worst headache/nightmare? Has it got to do with concurrency or is it some other issue?

2. Percentagewise in relation to pre release how much work is still going into the game?

3. From what I can tell, you have received a lot of love from the gaming community. The needle of your karma meters must have deflected towards infinity. Can you already make an estimate whether the game will be a commercial success, as well?

And finally, are you sick and tired of creating adventure games for the time being or are you dying to get started on another project asap?

PS
Is it just me getting it wrong every other time or is there an actual bug in the Seckrit Question algorhythm? :)

Guga - Apr 26, 2017 at 05:13
I thought I was the only one. About once in five times I get the seckrit question wrong and I'm beginning to question my math abilities.

Michael Mai - Apr 26, 2017 at 09:19
Well that makes three of us, er two.

Nor Treblig - Apr 26, 2017 at 09:30
I use advanced tubular tube technology which is always right. It's the server which sometimes fails, especially when others are commenting at the same time.

Zak Phoenix McKracken - Apr 26, 2017 at 09:45
It's a system imperfection. Like a déja-vu.

Zak Phoenix McKracken - Apr 26, 2017 at 16:51
Yeah, that's my favourite character :-)
Any Objections?

Nor Treblig - Apr 27, 2017 at 08:42
No objections, just something must have changed.

Zak Phoenix McKracken - Apr 27, 2017 at 11:24
Eheh, of course, the Matrix :-)

Brian Small - Apr 26, 2017 at 16:58
It was my understanding that the  "Seckrit Question" timed out eventually.  I notice I always fail if it takes me too long to hit "Add Comment" when I am typing up a comment.

Gudmundur Sigmundsson - Apr 26, 2017 at 05:24
Finished the game last week. Really enjoyed it. Only figured out that I could use the map to quickly get between places when I had aprox. 20 minutes left.. spent a lot of time backtracking :)

My question. Why were there so many red herrings in the game? Felt like a had a lot of inventory items that were never used and a lot of (mis leading?) objects that lead to nothing. The CCTV footage from the Quick-In store for example. I really thought that I would have to finda a Betamax tape (which I finally did) but there were no use for it.

Was this by design or was this all because you had to cut the game down?

Maurizio - Apr 26, 2017 at 06:45
"Finished the game last week. Really enjoyed it. Only figured out that I could use the map to quickly get between places when I had aprox. 20 minutes left.."

OMFG!

"Why were there so many red herrings in the game?"

I guess, to discourage you from trying everything with everyhing...

Amb - Apr 26, 2017 at 05:58
A lot of people were complaining about the map? Would you consider looking at maps done by us the fans?

Dr Qrunch - Apr 26, 2017 at 06:47
Not reading this. Must remain pure!

John - Apr 26, 2017 at 06:48
Hi! I've read one of your initial blogs post, and i've read that you were going to code the game in some several languages, but can you tell what game engine you use? Or are you doing it all by the code?

Hug,
John

Guga - Apr 26, 2017 at 08:08
I can't remember which blog post says it, but he programmed the engine from scratch using his SDL-based library for input/output in C++ and using Squirrel as the game scripting language

Zak Phoenix McKracken - Apr 26, 2017 at 09:46
...Nor Treblig is coming up with the right post reference in 3... 2... 1...

Nor Treblig - Apr 26, 2017 at 15:15
This blog post is not hard to remember: https://blog.thimbleweedpark.com/engine

Zak Phoenix McKracken - Apr 26, 2017 at 16:52
Great man, you never disappoint me! :-)

Thaddeus Sharpe - Apr 26, 2017 at 08:16
Would any of you consider adding in any of the cut content or imagining all new content for the game either as free or as paid DLC (with the emphasis on it being optional additional content, especially if it was the latter)?

Jenna - Apr 26, 2017 at 08:39
I was wondering if Thimblecon was cut down from the original idea, as I recall there was discussions in the podcast of Delores dressing up to attend, and a few other concepts that didn't make the final game?

Michael - Apr 26, 2017 at 09:26
1) You mentioned that you are using Squirrel for scripting. So are you compiling the whole script to c-code and then compile again the whole thing into one monolithic binary? Interested about the engine architecture, that's why I'm asking.

2) If you are going to make another game (maybe MI3a :D ) are you going to look for programmers? Companies in Germany don't pay a lot for CS ppl so I am fine with little salary. I am highly motivated, though and I rather slave away for a product I am actually interested in than in something soulless. Thanks!

Someone - Apr 26, 2017 at 11:52
I second the second question! :) Plus: My working hours are synchronized with the working times in the U.S.! ;-)

Rodney S. Hall - Apr 26, 2017 at 14:06
I'm 95% sure they compile individual squirrel files and package them all into the ggpack archives.

Nor Treblig - Apr 26, 2017 at 22:36
Compiled Squirrel scripts? Don't .**b**e**nut**s!

Nor Treblig - Apr 26, 2017 at 22:38
Nope, that didn't work.

Don't **b**e**nut**s?

SunDancer - Apr 26, 2017 at 09:47
When will the next game come? Will it be a Kickstarter again?

Someone - Apr 26, 2017 at 10:28
Why does "David the game developer" not like Chuck?

Valdir - Apr 26, 2017 at 11:43
The sheriff, coroner and hotel manager were robots? IA instances?

Valdir - Apr 26, 2017 at 11:45
What about a super hard mode where there is no todo list? Some puzzles became too easy because of it.

franklin - Apr 26, 2017 at 11:52
Don't look at the TODO lists. No one is forcing you to.

Nor Treblig - Apr 26, 2017 at 15:30
I agree, it's called feature creep and is making it only unnecessary complex (testing...).
I ignored the notebooks after discovering they are used as ToDo lists.

But maybe there could be an option like 'itemWiggle: 0' :-)

Valdir - Apr 26, 2017 at 18:57
Sorry, I was talking about the next adventure games. After the team vacations. But more like a difficulty level, not an option.

Are we going to have more new classic adventure games? Are we?

Nor Treblig - Apr 26, 2017 at 19:15
They've got an engine, they've got the brains. I hope there will be a lot more games in the future!
Maybe they didn't make a logo yet because they are going the rebrand everything to MMucasFlem Games?

Valdir - Apr 26, 2017 at 19:02
Yes, but to practice self control inside the game was hard. I'm curious and it was moving. And it didn't feel like cheating.

Not to look in forums or the internet was way more easier, because this would be cheating.

Alejandro - Apr 26, 2017 at 12:38
What's the deal with the X mark in the forest? Maybe a reference to the treasure of Monkey Island?
Once I found the Sekrit meeting I'm unable to enter the forest because it will go straight to the electric fence-pizza truck area.
Also I didn't find any shovel in the town, so I don't know if it was a puzzle after all or the puzzle ends with the players finding the place and enjoying the texts.
I really want to dig in the X.

Ooh, I just realized were the shovel is, going back to see if I can get it... see you later...

Zak Phoenix McKracken - Apr 27, 2017 at 04:14
If you manage to let Doug give you the shovel, whistle me, please!

Rodney S. Hall - Apr 26, 2017 at 13:47
Are you going to release any info on the game file formats for people interested in modding? (byack, bnut, wimpy, fnt, nut etc. files)

dada - Apr 26, 2017 at 14:04
Are you still going to repair the bug, where at the end of the ending credits you should install a virus that will delete all partitions and clear my BIOS?

dada - Apr 26, 2017 at 14:28
Could you describe how the story evolved during the development?
How much of the plot did you have already worked out, when you pitched the game on kickstarter?
When did you come up with the ending?
Were there alternative endings you were thinking about?

dada - Apr 26, 2017 at 15:03
I just read the previous post that i haven't read because i didn't finish the game at the time. A lot is already answered there, i would still love to know more about the ending though.

dada - Apr 26, 2017 at 14:29
What's the Terrible Toybox going to do now?!

Karl - Apr 26, 2017 at 14:32
I seem to remember you lamenting the current common(?) practice of software publishers pushing to hit their release date and then releasing the patches that actually make their game "final". How do you feel you did? And how do you think release went compared to the days of "unlimited budget" at Lucasfilm?

dada - Apr 26, 2017 at 14:33
Extracting the prototype doll for Ransom in the Pillow factory was a really difficult hidden puzzle, were there any more of those in the game?

Jay - Apr 27, 2017 at 00:09
I didn't know you could do that!

drdrd (best letter combination) - Apr 26, 2017 at 14:40
Is there any possibility to buy the card game?
I would stand on my head to get it!
No, really, I would pay a lot of money.

N. Harold Cham - Apr 26, 2017 at 15:26

drdrd - Apr 26, 2017 at 15:38
Thank you SO SO much!!!!!
I can't describe the feeling.

N. Harold Cham - Apr 26, 2017 at 16:18
Don't worry, Irene Cara can! https://youtu.be/65ynRuXN7GI

longuist - Apr 26, 2017 at 14:47
Oh my, this might be the last chance to ask THE question!

How's the weather?

(And after all the time - others and me asking again and again and again - how funny is this on a scale from -128 to 127?)

Zak Phoenix McKracken - Apr 26, 2017 at 16:54
Feel nostalgic somehow? :-)

Casey - Apr 26, 2017 at 14:49
A lot of things are easier in TWP than in the old games, like you have todo lists and the game is full of hints.
Was this an "acceptable malady" to win a new audience or had you wanted to do it anyway and you felt good with it?

Person - Apr 26, 2017 at 14:54
Why did you put relatively many red herrings into the game (whil p.e. in MI2 there are virtually none)?
I want a red herring pros and cons discussion.

e - Apr 26, 2017 at 16:01
I found all those Kickstarter backer items unnecessary clutter that mostly just got in the way. The old games didn't really have stuff like that.

Nor Treblig - Apr 26, 2017 at 17:55
But they were mostly very easy to distinguish from puzzle related items. And you can't even pick up all the bags with red herrings! WTF! I would have liked to clean up the sewers! :-)

Ijon - Apr 26, 2017 at 19:04
The sewerage could have offered a few items, randomly picked from a set (after you got a rod/magnet man/...) but then again there could have been another/improved puzzle as well. I hope I wasn't the only one trying to resurrect a dinosaur with radioactive waste, I've seen this on TV!

The mix of items (must have, special, red herring) was fine. You could get rid of red herrings easily if you wanted. There was a lack of inventory combinations though (it started fine with the camera) and the use option was clear by offering two actions ( initiating a use combination or triggering a special item animation [i like how nonchalant Ransome catches the cream]). A shortcut but sometimes a confusing one.

Ijon - Apr 26, 2017 at 19:07
'and the use option was clear by offering two actions'

Ahh, I wanted to say: not clear/bewildering /confusing.

Nor Treblig - Apr 26, 2017 at 19:21
What TV shows are you watching??

The confusing part may be when suddenly behaviour changes. E.g. the candy dispenser cannot be used with other items except if you are in one specific room. Or you can throw away all kind of red herring objects, but you can also put the bottle into the bin (but since this is in hard mode only I think it's perfectly fine).

Ijon - Apr 26, 2017 at 20:08
That's a seckrit. Nah, just kidding, no TV (the world is mad enough already), the last thing I've seen was an episode of Fleabag (where breaking the fourth wall worked fine because it's a constant core element (otherwise it's tied to a few crazier films).

Anyway I was confused by the ani-only-items already, when it takes some time to get used to a new item or when you've forgotten about a (character's) items, you don't use this often. It seems like a distinction or an information about an item is missing. It can feel like being in a floating state, until you use&select something (Schrödinger's snake). It works but it's not truly elegant.

Dodo Bird - Apr 26, 2017 at 15:29
Did you put parts of your own personalities into the characters?
Maybe even unconscious.
That's imaginable cuz there are so many playable characters and it feels like every REAL person, me included, borrows a bit of them all.

Sallust - Apr 26, 2017 at 15:32
I want a giant poster of the complete cemetary!

There are Gilbert Islands in the Pacific - Apr 26, 2017 at 15:35
Why so few save slots?
To give Sierra a *beep*?

Zak Phoenix McKracken - Apr 26, 2017 at 16:55
9 are more than enough... And there is the Autosave future, too!

Nor Treblig - Apr 26, 2017 at 17:57
Those 9 include the autosave, and they weren't really enough although I've spread my first hard run quite nicely over those 9 save slots.

Frank - Apr 26, 2017 at 15:41
I laughed so hard when Ransom talked with Ricki about "Freud inspirations". Who developed this gag - really "Al Bundy" like!!!  LOL  :D

Joe - Apr 26, 2017 at 16:25
It might be cheating but I have a two part question.  Firstly, I called Edna for a good time...  I never got a good time..  Is this a bug?  Secondly, any idea when can we expect to hear about your next game?  Do you think you'll use Kickstarter again?

entropy - Apr 27, 2017 at 02:21
I was so sure that I had to get Edna moan to the guy in the bank and
somehow use the PhoneTron at the radio station to accomplish that.. :D

peterszky - Apr 26, 2017 at 16:30
Could we have the hostile takeover song from the game to the OST? It's better than the one with lyrics :)

Enrico - Apr 26, 2017 at 17:35
I've downloaded the soundtrack from Bandcamp and that song is included (both versions).

peterszky - Apr 27, 2017 at 03:31
I missed it, thanks!

Brian Bagnall - Apr 26, 2017 at 17:08
*spoilers* Loved the ending and it was truly moving, and as a fan of the simulated universe theory it was also quite trippy. The finale with the final wireframe sequence was a great concept but it seemed a little empty. Could you tell us if you were able to fully realize your vision for the ending?

L Dimas - Apr 26, 2017 at 18:04
Any idea on when will fan translations be available? I can't wait to (try to) translate the game to catalan! How many words / lines are more or less there to be translated?

Gunny - Apr 26, 2017 at 18:39
"With over 16,000 record lines of dialog, someone on Twitter asked for a blog entry how how we keep it all organized."

https://blog.thimbleweedpark.com/tracking_talkies

L Dimas - Apr 27, 2017 at 04:05
Thanks. 16.000 lines to be recorded but not to be translated as most of them are repeated by 5 different characters. Maybe between 6.000 and 10.000 lines? 100.000 / 150.000 words?

Gunny - Apr 27, 2017 at 06:06
Hm, you're right - 16.000 recorded lines does not mean there are 16.000 unique text lines...

Ron: "Initially, there were more than 16,000 lines (with a third of them needing to be recorded 5 times), so we went through the whole game and blocked characters from going into specific areas they didn't need to go, mostly to save recording."

https://blog.thimbleweedpark.com/stateofthegame4

Ron did not mention exact number so let's assume there were about 18.000 lines -> 12.000 unique + 5 * 1.200 repeated. That gives us 13.200 unique text lines...

Filippo in the bowl - Apr 26, 2017 at 18:13
Hi Ron! First of all thank you for Thimbleweed Park !!!

I wanted to ask you: are there any hopes to have an "Enhanced edition" of the game in the future with the cuts made in the final restored and with greater clarity of the plot?

Hello and thanks,

Filippo da Firenze

Ole Cranky Gamer - Apr 26, 2017 at 19:17
About to boot up this game for the first time, and get swept back into my childhood when you and I had more hair on our head than expanding belly

Getting old sucks

Anywho, I missed the Kickstarter, anyway you'll be a box collector's edition in Merch later on?

Fernando The Vicious - Apr 26, 2017 at 22:13
Question: I'm somekind of bookworm outside of the matrix, so naturally I spend a couple of hours in the library having a great time reading all what the fanbase provided. Are you planning to patch the game to give credit to all these guys? Would be great if you do something special with all that material, like a voting contest.
  
Thank you for this amazing game, can feel the love and effort in there.
See you on your next project and I will gladly open my wallet again in front.
I would love to see a new science fiction adventure game... Zak McKracken and the Alien Mindbenders will always have a special place in my heart.

Mike K - Apr 27, 2017 at 02:01
How did the idea of the sheriff, coroner, and the hotel manager's speech "tick" (for lack of a better word) come about?  Was that something the voice actor ad-libbed or was that specifically written into the script-a-reno?  

ps:  When do we get to play in the arcade?!

peterszky - Apr 27, 2017 at 03:40
What is the secret of Thimbleweed Park?

Random Girl - Apr 27, 2017 at 04:38
1) Did Steven Spielberg call you and ask for help?

2) Since the whole TWP-Team is in Ransom’s show: Did you make an exclusive version for the team, where Ransom is insulting the team members?

Thank you guys for making this game. It’s really awesome!

Dirk the Daring - Apr 27, 2017 at 06:20
Hi from Abruzzo, ( Find out where it is! Doug in the mansion mansion speaks abruzzese dialect in the Italian translation... ah ah ah!!! ),

What could be the future of the adventure games genre with TWP?

Could be them think as exemplar or model for next generations of game developer in which teories, programming, art and architecture design are taken as base to future games of this genre and why not to use them for other purposes? (es. http://e-adventure.e-ucm.es/ ).

I'm seeing Ron Gilbert & Co. as  theachers to the future generations  where the world will be a better place because everybody will be able to playing and to learning with to the adventure games invented by Ron Gilbert & Co. and they will be remembered in the history books of the AI. ! :-)

OxfordBrian - Apr 27, 2017 at 07:52
I absolutely loved Thimbleweed Park, but like many others around didn't care for the ending. For me at least, the fun of the game far outweighed the disappointment from the ending, but I've certainly read quite a few scathing comments from people who felt the ending completely wrecked the experience. What I'd really like to ask is: How do you deal with the negative comments and stop them from getting to you personally?

I'm going to miss this blog and the podcast! I've been eagerly following development since just after the Kickstarter ended, and I think I've (cumulatively) had as much entertainment from this blog as I have from the game itself!

Gabriel - Apr 27, 2017 at 09:26
why the main characters can't talk between them?

Mathias - Apr 27, 2017 at 09:53
Developer Question:

  What are you (all of yoU) doing with all your free time?

Or to phrase it differently:

  When will TP 2 be released? :-D

julian - Apr 27, 2017 at 10:28
Hi Team Thimbleweed,
do you think it's possible to use the programming Language Max Msp for Realtime Sound in Games: https://cycling74.com/
Best,
Julian

tony - Apr 27, 2017 at 10:37
If you do another Point and Click Adventure, could you talk to Mark to do a lot of Color Cycling, pleeeeasssse!!!! I adore his Color Cycling Examples on his Website. Soooooo beautiful!

Alliser Thorne - Apr 27, 2017 at 11:08
So Chuck, Boris and Franklin got murdered. And we didn't get a solution to any of them!?

This feels quite unfullfilling. Am I missing something?

Zak Phoenix McKracken - Apr 27, 2017 at 11:27
Of course, it's our turn to figure it out.
Let's play the game again... I feel there are some unsolved puzzles left.