Interview with Part Time Monkey, the developers of Space Frontier 2
As usual, we were not hired or paid to feature this game. If it’s bad, we’ll tell you it’s bad.
Are you a fan of anything to do with rockets, Mars, and becoming an interstellar species? If so, this is our interview with Part Time Monkey, the developers behind Space Frontier 2 – a game that may just inspire you enough to take that leap of faith and become a rocket scientist! 🚀
If you have yet to check out our review of Space Frontier 2, you can do so here!
Before we start we’d like to thank the Part Time Monkey 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 Space Frontier 2! Could you kick-start this interview by telling us a little about your studio, yourself, and what drew you into the gaming industry?
Part Time Monkey is a two-man casual game studio in Helsinki, Finland. We make whatever feels right at any given time without deadlines, but efficiently. We’ve released 8 games now within 3 years and many of them have been quite successful. You can find them all on www.parttimemonkey.com/games
Ok, let’s start talking about Space Frontier 2… What are the highlights of your latest release?
It was our second launch with Ketchapp which made our bond stronger resulting in a trusting relationship for both parties. The game was very well received with high ratings, and it was featured by Apple.
The game itself is not your usual Ketchapp game, as it has progress for months (i.e. it can be played for months without getting boring), and the visuals are slightly further developed.
What was the core idea or inspiration behind Space Frontier 2? And perhaps more importantly, where do you find inspiration for your games in general?
This game’s core idea was obviously its predecessor, the first Space Frontier. Players in the first one kept asking for more content, so we figured we’d do a whole new game instead of just a few updates.
In general inspiration for games can come basically anywhere. I’ve had ideas when dreaming, reading, taking photographs, discussing with people, browsing the internet… Anything can give that initial spark that needs to be refined further.
How long was Space Frontier 2 in development for? And are there any interesting and/or exciting moments or experiences you would like to share with us from that time?
SF2 took about 3 months to develop with a team of 3: designer Antti Ilvessuo, developer Tuomas Erikoinen, and artist Simo Kovanen.
We had a completely different prototype at that beginning, which slowly formed more and more towards the prequel. The original idea proved to be a bit too random and difficult to control, so we moved more towards the first one.
What software, developer-tools, or black-magic(?) did you use when making Space Frontier 2? Is there anything you would like to share with the developers who read Edamame Reviews?
We use Unity for all of our games. Art is done with Photoshop and Blender.
Is there any secret “developer-advice” you can give our lucky players who read this interview?
Min-max the hell out of the game to gain the most coins, to progress faster. 😆
What can we expect to see in Space Frontier 2 or from Part Time Monkey in the not so distant future? What do we have to look forward to next?
We’re soon releasing our first Steam game called Ball Grabbers! You can find more info at www.ballgrabbers.com
It’s a fast-paced sports-arcade 1v1 party game to be enjoyed with friends. 😃
Lastly, is there anything you would like to say to our awesome team of Writers, Developers, and Patrons who keep Edamame Reviews up and running?
Keep up the good work!
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