Interview with SPIN FALL – Stories

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Continue our interview with SPIN FALL. Here comes the most interesting part – Stories behind the game.

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Updated:September 12th, 2012

Interviewed by: Emily Wong
Developer: SPIN FALL

Android Park:  Continue our interview with SPIN FALL.  Here comes the most interesting part – Stories behind the game.

Android Park: Tell us the story about Frog On Ice. What inspired you to make such a game?

SPIN FALL: When Frog on Ice popped into my head, I think I was sketching in my notebook. I was searching for ideas for a new kind of game play – something unique. I really like the old school, side scrolling games I grew up with on Nintendo, and I wanted to make something that kind of echoed those retro games of the past.

Frog on Ice lent itself well to the traditional side-scrolling method, and it also had a unique game mechanic I thought would translate well to the simple touch input on mobile devices. There is a jump button, but then the rest of the mechanics are done using Plop’s tongue – it becomes a mulit-use tool. He uses it to attack bad guys, collect items, and slide around obstacles with it. Plus, Plop seemed like a really cute, fun character to design. Everything worked well together, so I just went with it.

Frog on Ice

Android Park: Do you have something special to say to our readers and your future fans?

SPIN FALL: Sure. Tell your friends about Spin Fall and Frog on Ice, because the more people that download our games, the more games we’ll be able to make in the future. We have a lot of ideas we’ve been playing with, and hope that we can eventually get to them all, and make a bunch of fun games for the world. Although small, we see ourselves as an innovative company dedicated to creating unique experiences. Support us now, and you’ll see more from us in the future!

Android Park: Is there anything special or interesting which you additionally want to tell us and the readers ?

SPIN FALL: A really cool moment of Frog on Ice came about when the characters and environment took on a life of their own. I remember walking away from my computer one evening, having left the game engine running. Sometime later that night, I heard the characters interacting with each other, and I realized while I was off living my life, the game was living on too.

I was no longer pushing and prodding the simulation, but the characters interacted in spontaneous ways I didn’t expect. Part of the beauty of creating interactive systems is that they do take on a life of their own, and it makes the sometimes grueling, iterative process all worth it.

The End

Frog on Ice


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