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Developer Interview: Hop For The Best

Developer Interview: Hop For The Best

Thanks to my wife introducing me to the wondrous world of Twitter recently, I have come across some really awesome games in development. Among them, I found Hop For The Best — a charming platforming game where you play a frog. However, despite my adoration for frogs, what caught my attention was actually the clay graphics! I thought they were quite distinct. 

I got an opportunity to have an interview with the developer, who is working on the game solo. Additionally, I would like to take this moment to inform everyone that Hop For The Best is on Kickstarter at the time of posting! 

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GameGrin:

1) What inspired the graphic style in Hop For The Best?

Jacob:

I’ve always adored claymation and stop animation, and I always wished there were more games in this art style. From films like Nightmare Before Christmas and Coraline to the old classic claymation shows like Gumby, the look and feel have always drawn me in immediately.

GameGrin:

2) Why did you choose a frog as the playable character?

Jacob:

The idea for the game actually started when I thought of the name. I’m a sucker for cheesy puns, and “Hop For The Best” seemed like an absolutely perfect name for a platformer. I sketched out a few ideas of cute critters: a bunny, a kangaroo, and — yep, you guessed it — a frog. It didn’t take long at all for me to realise the frog was the one. It was the cutest sketch of the bunch by far, and I also loved the idea of wall clinging in the game, which would be a bit awkward for a bunny or kangaroo.

GameGrin:

3) How many levels do you hope to achieve in the game?

Jacob:

The current plan is 10 visually unique platformer levels as well as 50+ shorter, more challenging levels. There will be stretch goals to expand upon this number in the upcoming Kickstarter, but I’m committed to 10 (one life mode), 10 (kid’s mode), and 50 (challenge mode) as a minimum.

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GameGrin:

4) How challenging will the gameplay be?

Jacob:

It’s pretty challenging. While the game is inspired by games like Sonic and Kirby, it is also very inspired by Super Meat Boy, which, if you don’t know, is NOT an easy game. One life mode will see you playing through all 10 main levels with (you guessed it) only one life. This mode was inspired by my time playing classic Sonic as a kid. I wanted to capture the tense but excited feeling I would get when I was on my last life, no rings left, while being on the farthest level I had reached. Every decision counts, one wrong move, and it’s all the way back to the beginning. Challenge mode has a selection of disconnected short levels filled with obstacles but with unlimited lives. Making it to the end of each will be no easy feat, but the satisfaction and relief of finally making it to the end are well worth the effort (if you enjoy a challenge, that is).

GameGrin:

5) Building on the challenge question, what accessibility will it offer for less skilled gamers?

Jacob:

I’ve heard it from a few people already, “THANK GOODNESS FOR KIDS MODE!” While the majority of the game is aimed at those looking for a challenge, I am also including a kid’s mode. This mode features the same 10 levels as one life mode but with unlimited lives, multiple checkpoints per level, slower enemies, and fewer obstacles.

GameGrin:

6) The name is charming and creative. What helped you come up with it?

Jacob:

To fully answer this question, I think I need to tell a little story. About a year ago, I was talking with my kids ([ages] seven and eight) about what they would like to do when they grow up. They both said that they wanted to make videogames! I thought about it for a bit and decided that I would learn all I could so that, by the time they are teenagers, I can teach them everything they would need to know to make their own games. I started learning Unity, and after a while, I decided I would make a 2D platformer and release it on Steam and just... hope for the best. That’s when the name popped into my head: “Hop For The Best”.

 

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GameGrin:

7) What has been the biggest (or the most unforeseen) challenge you’ve encountered during the development of the game?

Jacob:

Marketing, definitely. Don’t get me wrong, making a game is complicated and difficult, but I’ve found that the hardest part by far is getting people who would LOVE your game... to know that it even exists.

GameGrin:

8) What hardships have you encountered as a solo developer?

Jacob:

It’s definitely not easy, and if you can afford to work with a team, I would say go for it. A team allows for you to use the strengths of each team member to their fullest, which hopefully will shine through in the end product. For me, I’m an artist first and foremost. I’ve been a freelance graphic designer and illustrator for about 12 years, and art is what I know inside and out. Programming has not come easy to me at all, and I think with a dedicated programmer, things would likely move a lot faster, but for now, solo it is.

GameGrin:

9) What advice can you give future developers on their first game?

Jacob:

This actually is my first game, but the best advice I’ve received is to not over-scope your project. If you are just starting out, it’s likely not a great idea to dive head first into creating a massive MMO. Start small and learn from any mistakes you make on the way. Your first game does not have to be the amazing AAA-quality dream game you want to make because, more often than not, when you aim too high, it’s likely you won’t be able to follow through.

 

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GameGrin:

10) What plans do you have post-Kickstarter? As in, will it release in Early Access and include community feedback?

Jacob:

I’m not planning an Early Access release, as I’d like to have the full game completed and ready before an official launch, but I will likely put out additional demos for Kickstarter backers (maybe the public as well, but no promises) to give feedback on.

Like what you saw? Check the game’s Kickstarter, wishlist the game on Steam, and follow the developer on Twitter! As for more information on the game and why you should back it, keep an eye peeled for the incoming Kickstarter Highlight article where we break down the information! 

 

Violet Plata

Violet Plata

Staff Writer

Liable to jump at her own shadow.

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embroidered patches
embroidered patches - 09:52am, 13th December 2022

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