A hamster on a Coca-Cola bank, who are you without it? Pilot Paraplan. Adventurer. The designer of the game-head.

I admit honestly, my friends, I sincerely respect and adore the Polish game: Techland – For Dying Light, 11 Bit Studios – For the ANOMALY series and especially for Frostpunk, CD Project Group – For all The Witcher 3, Gwent and of course for the GOG 2 service.0, Bloober Team – For the magnificent Observer, Sleepless Clinic – For Symmetry, Rainbow Train – For all the games that I wrote about the last time, and today we will touch on another microstudium called Hamster on Coke Games, And I hope that this hamster is still sitting on the can of cola, and not on cocaine (◕‿◕)

Quoting the hero from the past article: ““ Hamster on Coke Games “Is One Guy – Michal Pawlowski. A Good Friend and Also A Solo Game Developer."

He runs in a wheel for 25 years, the hamster became smart enough to start creating games. But for starters – C ++ courses specifically for gifted animals, and a year later Mike proceeds to create small games in Corona2d. It seemed quite funny to him, so he began to spend most of his time to create small simple games and prototypes of many different ideas.

Thanks to all the same courses, Mike also found himself in an IT sector-in a small beginner company that was engaged in the development of applications for Android. The first releases were, frankly, not very successful for the simple reason that the games were not good enough – they simply copied the ideas of top games. It was then that the developer realized that the success is not in competent integration of advertising, not in adding a table of records and other tricks. The main secret is that people like to play good games. This is life with its realities.

It is from here, since April 2012, that the Studio has been taken by the official beginning of the Hamper.

You will be very surprised, but the life of an indie developer does not consist of everyday scripture of code and inventing new ideas. No. Even a hammer hammer has a bunch of hobbies-he is engaged in climbing, skilled on snowboarding and paraglider, and generally tries to receive maximum positive emotions from life. This gives time to reflect on new ideas for games or scroll current problems in level design and find a solution for them.

Good ideas generally tend to be born in a fresh and happy mind.

How long you can sit over the game code? There are weeks, according to Mike, when he does not even touch the software part of the project. And there are weeks when he writes a code for another game for twelve hours a day. I will add from myself that such a state is called a “stream” (lat. Influunt), “to be in the stream” means enthusiastically doing any business. Когда тебе настолько нравится и хочется чем-то заниматься, что ты сидишь за этим часами и стараешься побыстрее снова к этому вернуться, чтобы довести начатое до конца.

By the way, Mikhail Pavlovski has no office, and he works alone, as I said above. This gives great freedom when it comes to finding new ideas. It is difficult for many small indie studios to release new games, but otherwise they will simply go bankrupt. Working alone, you can afford not to worry about it, because in life there are more important things than just a pursuit of money. And personally I share this opinion.

The developer considers psychological problems the main difficulty for himself. The search for a new idea that would be really good, and the need to spend a year on its creation is always a painful process. Often the creation of a working prototype is leaving for months before it is possible to catch a fresh and interesting idea by the tail, which will want to devote himself to completely. And in these months there are difficult moments when it seems that all past games were a pure luck. But this is also a great time to learn how to meditate – this helps to maintain calm and clarity of reason.

On this note we will move directly to the games. For all the time, Mike managed to release four of his own games, one in cooperation with Macey and another is at the development stage and will see the light this year. There is another game and to my very unfortunately it is still frozen. Alas.

A small note from the series “In the process of preparing the material I found …”: There is a site called Kongregate and, if I understand correctly, this is exactly the very place where the beta test of new games takes place, the feedback is collected for them regarding each project. I managed to find the accounts of Matsuya and Michael, even if it was not very difficult.

Among the games of Matsuya, the look hooked on the “early” version of Upleftout called Swipe Stop-made in Push style and was released earlier than it, but it was based on its idea that migrated to its next game. It must be assumed that this is the very prototype of the game collected on Gamejam. Even on the site you can find a prototype of a decipher – a little pampering with sinusoidal sound paths.

Among Michael’s games, I found working versions of the very first games: X-Kill and Blue Box. And non -working versions of some others. Enjoy (─‿‿─)

I like to find some similar materials that have not been released, blanks for future projects and at the same time draw certain parallels in style and in ideas and every time be surprised “so where does the legs of the ***** grow!"

Let’s play a little – I will call you a number of games, and you will try to guess what is common between them? So, I’m starting: Golem, Abzu, Journey, Zenge, Black The Fall, Limbo and Inside, Gorogoa, Gris, Planet Alpha, Manifold Garden. Stop at this moment and think a little. Guessed? No? In all these games there is not a single line of dialogues, descriptions or thoughts of the main character.

So how do the authors tell their stories in them? In such small and cozy games there is a certain charm – in them the creators manage to fill the world with an enchanting environment and music, a pile of secondary sounds. Revive him! Words do not become needed when the world itself tells its history, and not through the constant text, but through its surroundings. No need to peer into the text and understand what was written as you have already understood for you and in more detail, specifically for you, painted in colors. No. This is a pure fantasy!

And depending on the detail of the development of the character and the world around him, what the main character will be in your head will depend. He will go along the paved plot path or turn off it and there, in the back streets of your consciousness, he will grow with new appearance, character traits and even a name? Maybe even a plot personally will understand differently, you will see something deeply hidden in it? That is why I appreciate the plot "silent" games. We are now talking about Good games, and let’s once and for all understand that Quiet Man does not apply to them.

It would seem what to sing such praises? Well, firstly, I strongly recommend that you play every game from the above, and secondly, the author of one of them is Zenge-and is Mike.

The whole game is a set of level levels. Simple puzzles. In each of them, we will collect a puzzle – its fragments are scattered in level and they move strictly along the lines allotted by it.

One of the levels of Zenge, recreated from foam

This is the main concept of everything and along the way we will find new opportunities for interaction with puzzle pieces: turn the fragment, reflect it vertically or horizontal, teleport. All this will be mixed and combined in completely different combinations in the course of promoting the plot. It is served here in the form of arts drawn in a very pleasant minimalist style, and they will open after each puzzle collected.

And there are not ten or even twenty such arts in the game, but … but I won’t tell you (> ω^) but they are all beautiful without exception. If I had the opportunity to download them without an interface, I would gladly do it and would put it on both the wallpaper, and on the phone, and a couple of printed ones would hang at home. rest assured!

For a graphically designed plot, it is worth paying tribute to Konrad Januszewski, it was he who acted as an artist in Michael’s first game.

On May 14, 2020, the game reached Switch, that’s what Mikhail Pavlovski himself says in an interview with PS4BLOG portal.Net:

MP: Players have very warmly accepted Zenge. To date, more than 500 thousand copies have been sold on different platforms, and I am very proud that it was transferred to Nintendo Switch. The most difficult thing was to rethink management elements so that the game could be played with Nintendo Switch Joy-Con. I was in no hurry, I thought a lot again and again, and I hope I came up with a really elegant way to play the game with Joy-Con. In addition, Nintendo Switch is an excellent game platform.

Art of Gravity

You know, I already see a certain pattern in the ideological development of games: at first a person comes up with a very interesting idea and wants to realize it. Games shoots – look at the number of reviews at Hook and Zenge – and then the developer decides to make something radically new and unusual! So, apparently, "OO" and "Art of Gravity" appeared. But if, when creating OO, the developer decided to go to the gameplay, checking the player’s reaction, then Art of Gravity has gone in its path – it is based on physically correct interaction with game objects.

Close formulation, I understand, but a simple essence is hidden under it – at each level we will have a certain number of balls that will have to break the station cubes. Almost teardown. Only three years before Teardown’s! Voxel, if you suddenly did not know – this is a three -dimensional analogue of the pixel. The world in Minecraft, Fez or the already mentioned teardown consists of.

And it seems to me that such a seriously done work with 3D is exactly the reason why PUSH came out exactly what it is.

Of course, nowhere without periodically opening new mechanics, or rather new types of cubes and balls, to destroy all this. It is on this combination that all the puzzles in the game are tied – here are two balls, go and break the deaf wall. But at the end of the level, all this is the abundance of the stakeses deliciously and in Sloumo scatters around the room and falls on the floor. Imagine that you filled the children’s dry pool with foam cubes, and then poured all its content to the floor from a height. And this was still filmed the camera in slow shooting. It will turn out about the same!

I will make one note before the next game and go further: maybe I outplayed too much at one time in s.T.A.L.TO.E.P. And I listened to a sufficient number of all kinds of songs, soundtracks and embosses from the game … But in music for Art of Gravity, I stubbornly continue to hear the tunes from the main topic of Call of Pripyat, the one that plays in the menu. Maybe it’s just a professional deformation, I don’t know. Flynn, on the other hand, managed in the teaser of the new season of Rick and Morty to hear the noble of necromorph.

Seven months after PUSH and almost a year after Art of Gravity, Mike releases his next creation called Skalak. I honestly tried to translate this word and understand it can be a certain deep meaning, but not. Analogs only with our word "rock", but this is all the lyrics, but in fact we have a good puzzle with a very pleasant and smooth animation. It looks and feels badly! Sorry for my frivolous words, but this word is best suited.

Traces of past games are also visible – well, I can’t help but notice it, especially when you go literally from the early to the late, it is very striking. For example, to myself, I noted that the levels in Skalak are made in the same boobs-butching rooms as in Art of Gravity. They really are less and, by and large, are flooded with one color from the inside, but the shadow from a weak light source still falls down. And she is not static. Adds unobtrusive atmosphere and audio collection – no sharp sounds or loud music, everything is aimed at immersion in relaxation and concentration.

In general, after a slightly angular and rough Art of Gravity, this game is felt by such a large and fluffy catfee – wherever it is necessary, pleasant, unobtrusive, light, but it can show – you will sit in an attempt to collect this puzzle and … the game that you want from me? Well, this part fits here perfectly! Why not? Well, here!

Negation. Anger. Bargain. Depression. Vidosiki on YouTube.

This happened once, but yes, it was. I repent (◡_◡ `)

Gameplay game turned into a mosaic. In a general sense, all the mechanic and additional fishets lies one thing – there is a certain space that needs to be filled with certain game elements, but so that a certain “drawing” is also gathered. And here the differences are striking: it can just be blue pieces that should make just a smooth surface, or pieces with "precious stones", which be sure to do with each other, or any-curled line in shape.

Another element that migrated here from Zenge is a navigation menu by level. This is straightforward.

The final, at the moment, the published https://gamblingdata.uk/casinos/vips-casino/ Mike project is Oxxo, outwardly it is very similar to its predecessor, but it is based on completely different mechanics.

How to put it so softer … According to my feelings, this game is a fruit of passionate intercourse between checkers, dominoes, skalak and the last three games of Matsu. And there are some ideas here even from the second project of Mikhail. Honestly, I don’t understand how they did it one day? And who in the end infected whom?

No, I am by no means saying that the games hit a self-reproach-each of them is unique, interesting and pleasantly played. They just have a certain stylistic and ideological community, so to speak. But here I have no complaints about the guys. I am only curious to notice that the echoes of the work of each of the friends can be found in their own games! And this is wow! It is doubly more pleasant that everyone eventually went further along their own way: Matsuya in the second quarter of 2022 is going on a continuation of the soldier of the ration of microcircuits, it is HOOK 2, and Mike has not yet been announced by the announced new game. Here I will speak with an insider, but infa is straight from the developer – you can believe it.

Something I was distracted … we are talking about oxxo here.

The first thing I want to say is that puzzles have become more complicated. But I’m not talking about an abstract "perfect spherical puzzle in a vacuum" (if I did not understand the reference – google spherical horse in a vacuum), I am talking about the progress of difficulties in the framework of the work of these two guys. And just in Michael in the last game it turns out to make a level with a minimum amount of active elements, but it will be so beaten that you will be shining with the spinal cord. You will just poke your nose into the wall and not understand solutions (° . °)

The purpose of each level, in the dry residue – to combine pairs of certain chips, as in dominoes, only here are rounds, squares and other geometric diversity. And then other game elements are just entering: dies that cannot be moved, but it is necessary;transition to different planes of three -dimensional space;activated switches;slippery floor and even the same domino knuckles are also available.

And also, PSS … Every hunter wants to know where the pheasant is sitting. Who understood, he will understand (~ ‿・)

In the end, I’ll say that Oxxo is extremely pleasant, all additional cosmetics, t.To. Music, sounds, animation, design, only emphasizes well -designed gameplay and verified levels.

I Remember the Light

Let’s talk a little about the project that was supposed to be the following in the list of those who were released. Alas, life develops so that our capabilities are not always coincided with our desires. And this is her big bug. Hey universe, we can already release a new patch there for "life" there? How much can a bug-posts can not no avail? What kind of zero work with a community?

At the moment, the game looks like this.

At the time of writing the questions, I did not know that the I Remember the Light was laid out in a long box and therefore decided to find out a little more about the new game:

YM: Your new game “I Remember the Light” is being prepared for the exit, it seems quite interesting and curious in terms of concept. And I see a certain resemblance to the game "Carron" from your compatriots from "Phobia Game Studio". What you were inspired by the development of gameplay and the plot of the game?

MP: Oh, this thing, "I Remember the Light". Unfortunately, at the moment the project is “frozen for an indefinite period”. I like to think a lot about what it would be like to live in “1d, or 2D, or 3D, or 4D”, so I wanted to create a game based on this concept. But the volume of work necessary for it was too large for a single developer. I can return to this later, but, frankly, I don’t know if this will happen. I worked on her for 2 years, and I had to abandon her: (Carrion "is inevitable, and I think that this is a fantastic game, I liked her gameplay, mechanics and ideas. Believe it, you want not, but I was really surprised when Matsu told me: “Look, it looks like a squid of I Remember the Light!»I think they did an excellent job, and I want to someday create the same good games 🙂

Well, I am a finished optimist and sincerely believe that this project will ever see the light. And my thoughts, as I have already noticed, have the ability to come true, albeit not immediately – s.T.A.L.TO.E.P. 2 returned to production))

At the end of the article I want to summarize a result-Matsu and Michael make cool games, even if they are spent on their common passage for 2-3 hours. Over the years, they managed to come to an understanding of how mobile puzzles should be played, how they should look and formed their style. I advise you to feel each – they still cost around 60 rubles, and some are even less. I especially recommend Hook and Zenge, and follow the new games of the guys on their personal sites – Rainbowtrain.EU and Hamsteroncoke.COM and Steam – Rainbow Train and Hamster on Coke Games.

I say goodbye to you on this note, but finally I want to show a quote:

MP: Be others. Do not rush to create the first idea that came to your mind and treat it very critically. People love to play games that they have never seen before. Remember this. There is no need for a great marketing strategy or bunch of money for advertising.

Play good games and remember that only in a living and happy consciousness thoughts are born that they are able to change the whole world for the better. Maybe not all and not immediately, but with something you need to start (o˘◡˘o)

With Discoverabsybiley in the Mobile Gamket Market Becing Harder and Harder, We’ve Deceded to Shine the Spotlight on the Amazing and Intersting Developers Out the. So welcome to the indie spotlight, What Each Week a Developer Tells Us ABOUT THEIR LIFE and Work, and the Challenges Facing Indie Developers in the Modern MobileMarket. This Week, We Spoke to Hamster on Coke Designer Michal Pawlowlowski ABOUT HOUT HOTIE FIRM GOT Started as Its Newest Release in the Formalist Puzzler Oxxxo.

Pocket Gamer.Biz: How DID You Get Started As An Indie Games Developer?

Michal Pawlowski: I took a Basics C ++ Programming Course and after a year i moved to create Small Games in Corona2d. IT Turned Out to Be Super Fun, So I Started to Spend Most of My Time Creating Silly Games and Prototyping a Lot of Different Ideas.

Thanks to the course, I Also Started to work in the it secretor, Quickly Moving to Develop Android Apps for a Small Start-Up Company. OUR FIRST Releases Were Not Successful, For the Simple Fact the Games Were Not Good Enure, As I Was Trying Ideas of Top Market Games.

The Turnover Came at the Moment When I Understood That Success Deesn’t in Proper Ads Implementation, Integration of Leaderboards Or Trickks. PEOPLE LOVE Playing Good Games. Once I Started Creating Original Games, I Was Able to Go Full-Time Indie.

PG: What is a Typical Day in your life as an indie?

MP: You May Be Really Surprised, But I Don ‘. Mostly I Paraglide, Snowboard or Climb, Taking My Liberty to Move Frely Around the World and Get the Most of My Life.

Butt horives me the time to Think ABOUT NEW GAME IDEAS, LEVEL DESIGN PROBLEMS I’M Currently FACING, Or MECHANICS IMPPLICATIONS THIS YET TOTE Be Discovered in theGame i’m Creating.

So How Long Do I Code for? Well, there Areks that I Donat Code at All. There are Also Weeks that I Code for 12 Hours a Day. I DONIT HAVE An Office and I Haven’t Anyone. It Gives Me So Much Freedom Once it Comes to finding ideas.

I Found That Goodeas Come from the Fresh, Happy Mind. I Know That Many Small Indies Struggle to Release a New Game Or They’ll Go Broke. Being a Solo Dev Takes The Pressure Off Me. There’s so more to like than just Pursuit of Money.

PG: What has been The Biggest Challenges You’ve Faced So Far as An Indie?

MP: for me, Mental Challenges are Always The Worst. Finding a New Game Idea that Really Good and Being Able to Spend a Year Creating Its Always a Painful Process.

This Offen Takes Months of Prototyping Before I Discover the Idea Fully Like to Commit to. And During these Months, There Are Moments of Misery and Denial Where I Believe the Games i Have Created Before Pure Luck, Throwh this is a Struggle of Evry Artistist. IT’s ALSO A Great Time to Learn How to Medite, So I Can Keep My Mind Calm and Relaxed.

PG: How Do You Define ‘Success’?

MP: Recently I Receved a Message from a Mother of Anutistic Child, Thoring Me for Creating Zenge, As it The Game that Helped the Kid to Finally Open Up To the World. The Child Loves to Play It Over and Over, and Has Started to Open Up Cognitively. Now he has begun to reach out to other people as well as Begining to Properly Develop Mentally.

I DONIT KNOW WHY THE SMALL GAME CREATED MADE SUGE IMPACT ON THIS KID BUT THE FACT THE I ACTUALLY HELPED SOMEONE, GAVE THEM AMILE, JOY and HAPPINESS IS. After Receiving this Email, I Burst Into Tears. This is the closest to "Being Successful" i’ve Ever Got.

PG: What is your Opinion of the Mobile Games Market for Indies Right

MP: It depends. I Personally Hate Ad-Based Games that Destroy The Experience. I Know the thoughts a lot of people that has similar feelings too, so it Still makes someplace for good Premium Games.

I Love The Fact that So Many People Started to Create Games, As it How Many New Ideas Are Still Yet to Be Discovered.

There are Big Changes with Apple Arcade and Google Subscription Services. Both Might Be a Game-Cheanger for Great Indie Games Butny Time Will Tell.

PG: COULD YOU TELL US ABOUT YOUR LATEST Project?

MP: Oxxo – The Last Game I Released From The Simple Idea of ​​Rotating Domino Blocks Against Each Other.

IT WAS CLEAR FROM THEART To the END THIS GAME IS Going to BE and What Kind of Puzzles Are Possible to Achiev with this Set of Mechanics.

Its Great in Its Own Genre. I Believe It’s a Really Well-Balanced Puzzle Game. Toometimes Easy, Sometimes Challenging Butre Well-Paced. There are A Lot of New Ideas Being Thrown At the Player Everem Moment.

PG: What are your Current Plans for the Future?

MP: I Believ I Know How Properly Explain the Idea of ​​the Fourth Spatial Dimension Through a Puzzle Game.

Tesseraacts, Multi-Dimensional Creatures ’Cooperation, Mind-Bending Graphics and A Meaningful Story to Be Told. However, in the Meantime I’M Porting My Old Games to Nintendo Switch.

PG: IF YOU HAD An Unlimited Budget, What Game Woup You Most Like to Make?

MP: Paragliding VR Simulator

PG: What Advice Woup You Give Other Developers on ‘Making it’ An Indie?

MP: Be different. DON’T Rush Into Creating The First Idea that Comes to Your Mind and Be Really Critical ABOUT THEM. PEOPLE LOVE to Play Games They’ve Never Seen Before. Remember that. There’s no need for Great Marketing Strategy or Tons of Money for Advertisements.

We’re working on a Review for Zenge, So I Got in Touch with Indie Hamster on Coke Games to Talk a Game’s Nintendo Switch Development. Come Check it out!

PS4 Blog: Morning! Welcome. COULD YOU PLEASE Introduce YOURSELF To OUR Readers?

MP: Hey! I’m mike, a Puzzle Game Designer, Better Known As Hamster on Coke. I’m Focused on Creating Interesting, Packed with Different Mechanics and Ideas, As Well as Well-Paced Puzzle Games.

PS4b: Zenge is on its way to the Nintendo Switch. Howld You Describe The Game to Someone Who’s Never Heard ABOUT IT?

MP: You’re Going to Experience a Short But Gorgeous Story, Told by Way of Beautiful Art and Music. What Looks Like a Simple Jigsaw-Like Game, Will Soon Evolve Into Ever-Changing Puzzling Leveling. Not too easy and not to too hard. It’s someting EVERYONE CAN CHEW On, Relax, and Enjoy.

PS4b: How Long Vid It Take to Develop Zenge? Where the Any Particular Hurdles or Challenges You Had to Overcome While Working on it for the Nintendo Switch?

MP: Zenge is a very well-remed game that was Originally Released Back in 2016. IT’s SoLD MORE THE 500K COPies ON Different Platforms to Date, And I’m Really Proud to Ported to the Nintendo Switch. The Hardest Thing Was Re-Thinking the Controls So that is is Playable with the Nintendo Switch Joy-Con. I took My Time to Think it over and Over, and I-Hopefully-Came Up with. Other than that nintendo switch is a grit plotform to port games to.

PS4b: How Long Woup It Take To Play All of Zenge from Start to Finish?

MP: I’d Say 1.5-2h. It’s a short, Yet Extremely Well-Paced Experience and the Main Goal Is for Quality Over Quantity. I Believe You’ll Love EVERY SECOND of THIS GAME. It’s designed this Way SOT EVERYONE SHOULD (And WANTS to) Finish it in 1-2 Attempts.

PS4b: Are you Currently Working on Any New Projects that Might Make Their Way to Consoles?

MP: Yes, I am. As a Matter of Fact, it’s going to be a game that tells the story of Creatures that is stop in their own dimensions, Which has to coooperate in orderfrom Being Wrapped Around Infinite Space. STAY TUNED FOR MORE Info ANYTIME SOON!

PS4b: And now it’s to end this one. Woup You Like to Add Anything Else Before We Go Go?

MP: I Hope You’ll Enjoy Playing Zenge. I’d Love to Hear Your Opinions on it! Have fun, and start safe!

Ym: Hello Michael, My Name is Yana, and I’m Preparing An Article for the "Stopgame.ru "Russian Gaming Portal as Part of Personal Blogs. There are a LOT of Big Game Studios in Our World, But Small Indie Projects ALSO VERY IntereSTING, AlTHOUGH THEY Do NOT BeCome A HIT SOT SO. IS Intersting for Me to See a Person Behind Each Creed Game, The Forces Invested in Its, and to Tell Others ABOUT IT. May I Ask You A Few Questions?

MP: Hey Yana, First of All Let Me Congratulate You On How Well Prepared the Questions are! Thanks for the time you’ve put to the research. I REALLY Admire it!

Ym: There are A Lot of Funny, Strange and Unusual Names of Development Studios in the Indie Segment. Wher Vid Your "Hamster" NAME COME FROM?

MP: Hamster on Coke Games Name Came from the Simple Fact that Eveonyone Calls Me “Hamster” 🙂 it’s the Primary School Thing, When Kids Weres, and I Had Big Cheeks Like a Hamster a Hamster. It just stock 🙂 and the "On Coke Part". You Know That Youurself. It’s Just Game, with a Playful Double Bottom, Which too Offten I have to Explain to Publishers, as They’re Trying to Censor Its Now and that.

Ym: Do you Play your pass and do you have a desire Now, Taking Into Account The Existing Knowledge, To Finish Someting in Them, To Update Them?

MP: That’s a good query. I Try Not to Go Back to My Old Games, As the i Offten See How Many Things I Cold Do Differently and Better. It’s Funny, Because When I Was Finishing Them I Felt Like There’s Nothing More to Be AdDed. Now I See How Many Things I Could’ve Done Better. But the at the end of the day, I still Think They’re Pretty Solid Titles, Deliversing Amount of Fun to Players of All Ages. Which is always my biggest goal.

Ym: You Started Your Career Exclusively with Mobile Games: Galaxy Pool, Hubble Bubbles and Blue Box. It is no longer possible tove found the Games in the Google Play Service, and Only Blue Box Avalable in the AppStore. What Happened to them?

MP: My Oldest Games Didn’t Survive the "Hand of Time" of updates to New Android and ios Versions. Back the i Wasn’s too Good at Code Maintenance, As I Was Just a Student Trying To Learn How to Create Games. Soy Were Super Badly Written, In Almost non-Existent Frameworks, that I Just Don’t know to update Anymore: (Which is a bummer, as i Think They Were Fun Titles.

Ym: Usually You Work on your Games Alone, But Push Was Still Made Together with Maciej. Tell Us ABOUT THE Experience of COOPERATIVE DEVELOPMENT, WHO WASPONSIBLE FOR What in the Project?

MP: Development of Push Was Quite a Ride 🙂 it all Started on a game Jam, Which Gave A Quite-Well-PlayAble Version of the Game, That We Depined to Develop On Further. After the Game Jam, We Packed Our Bags and Went for 2 Weeks to Gran Canaria, Wee Were Surfing and Coding the Game Away 🙂 Maciej Wasponsight for the Graphics, I DIDAnimations and Music / SFX. Coding and Level Design Were Split Together. It was allll quite a quick project, Maybe not the Best One Around, But at the Same Time – One of Its Kind. Overall Its A Great Experience Working with Maciej, As We’re Close Friends, So Yeah, That Came Out Effortlessly.

Ym: Let’s Digress A Little from Seriousss. Havy You Developed for Yourself for All the Time of Work in the Gaming Industry Kind of Abstract Formula for the “Perfect Game”? What is it?

MP: Another Very good question that i Offten Ask MySelf. I Believe A "Perfect Puzzle Game" is a Title that Keeps on Entertining the Player, Giving Him The Right Amount of "Oooh What’s that?"Along with" Yeah I Know What That is!"Feeling. IF A Game Can Keep the Player Interest in New Concepts and Ideas, While Not Being Too Hard and Too Easy, Its It’s Job Wells.

Ym: Your New Game "I Remember the Light" is Being Prepared for Release, It Seems to BE Quite Interesting and Curious in Terms of Concept. And I See a Certain Similarity with The Game "Carrion" from your compatriots from "Phobia Game Studio". What Inspired You are Developing the Gameplay and Story of the Game?

MP: Ahh, the "I Remember the Light" Thing. UNFORTUNATELAS The Project is "On Hold, Indefinitely" At the Moment. I Like to Think a Lot ABOUT HOW It’s Be to Live in “1D or 2D or 3D 4D”, SO I WANTED to CREATE ARUND THAT THE CONCEPT. BUT THE AMOUNT OF WORK NEEDED to PULL It Off For A Solo Dev IS Just to Much. I may get Back to it Later, But Honestly I Don’t Know It’s Happepen. I WORKED ON THIS 2 Years, and Had to Pull the Plug: (The “Carrion” Similarity is Unavoidable, and I Believ IT’s A Fantastic Game, I LoveD Playing IT and ITSMechanics and Ideas. Believ IT or not, I WAS REALLY SURPRISED to SEE IT WEN MACIEJ TOLD ME "LOOK, IT LOOKS Like The Squid From I Remember the Light!". I Think They Vid a Great Job, and I Wish to Create Games that Ar that good one day 🙂

Ym: In 2020, You Ported Your First Game, Zenge, to the Nintendo Switch. SHOULD We Expect Your Other Games to Appear on the Console, Such as the Brand New "I Remember the Light"?

MP: I Believe that Nintendo Switch is a Fantastic Console, But is not the Best to Host Mouse/Touch Puzzle Games. It’s hard to come up with Controls that Will Work on JoyCon As Good as Touchscreen. So as much as ’d love to port all my games to nintendo switch, the “Proper Controls” Limitation is a Huge Factor Here, and I’m still not to Implement it to My Old Old Old Old Old Old Old Old Old Old Old Old Old Old Old Old Old Old Old Old OLGames: (So Maybe in the Future, But Still Not Yet.

Ym: That’s all i have, but maybe you wool d Like to Add Savese from Yourself Personally?

MP: I’d Like to THLL Players for Their Engagement and Playing My Little Games. I Hope You Spent a Few Happy Moments with Them, and Felt That Someting Good Happened in Your Life While Playing!

I’m working on a new, Random Puzzle Game Called Mazaica. IT Will Come Out Around Summer.