Many indies were throwing a lot of negativity their way, we still believed in the ideology of OUYA, Open Universe, Ya? but it was apparent we were not going to be able to fund ourselves through sales on this platform, but we still didn't want to go back to iOS and couldn't see a valid road to any other platform for a game in ongoing development like Amazing Frog? We missed out on sales during the launch, but the game had loads of downloads, we had gone from jumping the gun to missing the boat in the space of three months, things were looking pretty bleak for us and things started to look pretty bad for OUYA too. As it turns out the only surge of sales happened in June 2013 where only the launch titles benefited.
#What is amazing frog free#
The restrictions were that you made a free game, "Free the games". Our original plan was launch free and introduce DLC later as we expected OUYAs to sell and the user base to grow, I think they did too or at least they said they did. But we had come from IOS where most developers are faceless and had not expected funding, we expected a platform through which we could fund ourselves. We didn't know they were lining up a bunch of funded launch titles for the summer, like Towerfall.
In GDC 2013, aside from ours we only spotted one other OUYA console. We ran with Amazing Frog? and showed version 1.0 at GDC PLAY 2013 and launched on the Development console the day of OUYA's launch party March 2013. We started building Goldilocks for OUYA first during the KillScreen Daily games Jam …We had been used to making 3D games for mobile technology, but OUYA's hardware could not handle the "bear physics". Rightly or wrongly we figured that our future as indies could actually be what we had wanted it to be - making controller driven games. March 2012 we moved into our studio above the Wyvern Theatre in Swindon, looked out of the window and had finally found the location for Amazing Frog?…literally.Įvery thing changed in August 2012, we Backed OUYA. We had dreamed of making Playstation games, but just didn't feel that it would ever be a possibility. We had made a plan - Goldilocks and the 3000 bears, Cascade and Amazing Frog? originally we were planning to make them as iOS games, it was all we believed we could achieve and its what we knew. by 2011 Fayju was a fully independent games company, just the two of us and still is today. Our first frog was laughable at best, but there was always something there….
#What is amazing frog series#
I bought a Mac, an IPhone and a Unity licence, set up Fayju (my nickname at home) as a company and we built our first rag doll frog, followed by a series of iPhone games. He brought my attention to Unity, iPhones and the AppStore and finally I saw a realistic opportunity to take control of my destiny. After 10 years of a strange mixture of rapidly made marketing games and digital Art Installations, I met Hal in 2009 while teaching. I had always wanted to make my own games. To give a clearer picture of our situation, let me give you a brief history of Fayju. While that is sad, its not the future we signed up for.
Unfortunately, 2 years down the line, it didn't work out like that for them. That the hardware would get more powerful quickly and that the user base would expand. When we started we only expected 2 things from OUYA. The hardware was underpowered even in 2013 and it hasn't changed since. It had always been a struggle to build the game we wanted on OUYA. We worked solidly on the OUYA version of Amazing Frog? until Summer 2014 and made a series of substantial updates on the platform shaping it to the current UFO, OUYA Everywhere version. We put Amazing Frog? on OUYA, unnoticed, March 2013 when it was just a development console. This is our vision and there is no quick route to achieve this. To make a "GTA" Style, online multiplayer, rag doll frog, physics sandbox version of Swindon. From the beginning, Hal and I have had a shared vision for Amazing Frog?