Crystalrect Interview with Sweet Dumpling Studio
Interview with Sweet Dumpling Studio, the developer of Crystalrect
As usual, we were not hired or paid to feature this game. If it’s bad, we’ll tell you it’s bad.
Do you love games that bend the laws of physics? Crystalrect by Sweet Dumpling Studio is yet another exciting runner game that defies the laws of physics in a series of spike-filled gravity bending levels!
If you have yet to check out our review of Crystalrect, you can do so here!
Before we start we’d like to thank the Sweet Dumpling Studio Team for participating in our interview and for answering all of our geeky questions! Thanks Guys!
…and without further ado, our interview begins…
Thanks for taking the time to talk to us about Crystalrect, could you kick-start this interview by telling us a little about your studio and what drew you to Game Development?
I started in 2008 when the iPhone first launched. At that time I was an ordinary engineer at a local corporation. When I got myself the first iPhone I thought about making my own apps, even though I knew nothing about Objective-C at that time. My first build was published on the AppStore in 2009, I resigned from my job the following year after deciding to pursue my passion for creating apps.
First question. What was the core idea (or inspiration) that sparked the development of Crystalrect?
I started out making utility apps, but my intention was always to build games. Being an arcade platform game enthusiast, I have created a few simple; unpolished games for fun but I’ve never published any. In 2015, I created Crystalrect, the idea came while I was watching a sci-fi movie where people moved around in anti-gravity. It was then that I thought, why aren’t there any fun and challenging games like this, maybe I can create one?
What were the hardest problems you faced during the different development stages of Crystalrect?
Transforming a 2D game into a 3D game without 3D knowledge is tough, and a long learning curve. Sweet Dumpling Studio is a small indie team, that means one must be a programmer, a designer, and an artist at the same time. On the contrary, that’s also the best part for an idealist if self-expectation is managed well.
For our nerdy Developer Fans, what programming language and or software did you use when developing Crystalrect? And was it a good decision?
Crystalrect was first created in a 2D engine using Cocos2D and was later changed to Unity3D for better visual effects of the glowing low-poly platform. I believe switching to Unity3D was a good move due to the scalability and portability.
What advice would you give to a new player trying Crystalrect for the first time?
2 words: Focus and Reflection.
Where do you get your inspiration or ideas from?
I played a lot of games when developing Crystalrect, (especially games similar to Crystalrect). That includes Geometry Dash (love the gameplay & rhythm), Kiwanuka (their glowing low-poly graphics are stunning) and of course Chameleon Run (their tilting angle is kind of awesome). Combining all this together with anti-gravity running, and here it is.
A few words to Crystalrect fans on Edamame Reviews. Any new games in the near future? What can we look forward to next?
I believe getting a new idea is the most challenging part for all developers, I will not rush into developing a new game unless there’s a solid and “refreshing” idea. In the meantime, there are a few updates for Crystalrect with a lot more new features coming in. Stay tuned!
Lastly a few words on how you feel about Edamame Reviews and our service.
I never thought the game would get a review without asking, it’s quite surprising & happy for me and my team. The review is detailed and is good for us to reflect on our shortcomings we missed during the test out, playing a game over and over again will make us insensitive to some flaws, this will help us fine-tuning it.
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