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Interview

Our interview with the Laser Dog Team, The creators of Don’t Grind

Do you love slightly grotesque / cute things? In Japan they call things like this (きもかわいい – Kimo-Kawaii) which literally translates to “Creepy-Cute” and, as far as we know there isn’t a word that better describes Don’t Grind!

Why this slightly Creepy-Cute game is so addictive we don’t know, but Don’t Grind is currently one of the most popular games on the App Store and Google Play!
If you haven’t played it yet we highly recommend you give it a try😉

Check out our original review of Don’t Grind here.

Today we’d like to share with you our interview with the amazing developer team of this slightly “きもかわいい” game – The Laser Dog Team.

Before we start, we’d like to thank the Laser Dog Team for participating in our interview, and for spending some of their valuable time answering our questions. Thanks guys!

Now without any further ado, our interview begins.

 

Ok first up, why did you decide to make Don’t Grind?

Over the past year, we’ve both been working on large projects. We thought it would be really fun to make a much smaller game. While we were in the process of submitting HoPiKo for XB1 and PS4, we had a game jam. Don’t Grind was the product of that jam!

 

As we mentioned in our review, are the doodle graphics in Don’t Grind deliberate?( i.e. to prevent the game from becoming too grotesque. ) …or was it just a really good looking theme to go with the concept of crushing fruit?

We wanted the look of the game to match the “wacky” gameplay. It needed to look really light and fun. Also, it was really important, as you said in your review, for it to not look grotesque or gory!

 

We’re glad the game doesn’t look gory as well😉 So what programming language and or software did you use when making Don’t Grind?

We used the Corona SDK, which used Lua as the programming language. We love the framework and working with Lua. It’s so fast, and Corona makes it really easy to get a game up and running in no time. We’ve used Corona for all of our mobile games to date.

 

Don’t Grind takes full advantage of our smartphone’s Haptic feedback engines in ways most games we’ve reviewed don’t or simply can’t.

Was it difficult to implement these features into Don’t Grind?

It wasn’t difficult to implement vibration and haptic/taptic feedback at all, no. It was a single line of code in both cases! As soon as we added it, we loved it. That extra bit of feedback really added to the intensity!

 

Ok, here is a difficult question. What was the hardest problem you needed to overcome when developing Don’t Grind?

The most difficult thing in the development of Don’t Grind was actually time constraints. Rob was set to become a dad just around the release date! Rob actually ended up doing the last bits of development in a hospital ward surrounded by screaming babies! It was quite stressful. Being a dad is awesome though!

 

Last question. Where do you get your inspiration or ideas from?

We take inspiration from anywhere really. We normally look to retro games, as the gameplay is normally so pure. With Don’t Grind, we just did what we thought would be fun.

 

A few words to Don’t Grind fans on Edamame Reviews.

We’ve got a big update for PKTBALL coming soon. We wanted to release it at the same time as Don’t Grind, but we couldn’t in the end. We’re also going to work on a new mobile game shortly. HoPiKo for Steam is coming out in the new year too. We’re busy at the moment! Luckily, we love our job 🙂

 

Lastly a few words on how you feel about Edamame Reviews and our service.

It’s been really positive! We’re really grateful for the feature and an opportunity to answer these questions 🙂

Thank you for following Edamame Reviews!
Let us know your thoughts on Twitter at @Edamame_Reviews

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