Episode 18: Snak
Christa Mrgan: If you had a Nokia cell phone in the late nineties or early two thousands, you probably remember Snake, the game where you play as a simple snaking line that continues to grow as you steer around the tiny screen eating apples, while trying to avoid running into your own ever expanding body. but what if you could jump over your own back? And what if the apples you were trying to eat could also eat you?
And then what if the whole thing felt more like a skateboarding game once you had reached a sufficiently high level?
Welcome to the Playdate Podcast, bringing you stories from game designers, developers, and the team behind Playdate, the little yellow game console with a crank. Iâm Christa Mrgan. Today Iâm talking with Zach Gage, designer and developer of Snak, and Panic Designer Neven Mrgan, who created the gameâs artwork.
Slight spoiler alert: itâs a fairly straightforward game, and we talk about the overall gist of it, as well as some tactics. So consider yourself warned!
Okay, letâs meet the team.
Zach Gage: Iâm Zach Gage and I made Snak.
Neven Mrgan: My name is Neven Mrgan. Iâm a designer at Panic.
Zach Gage: Neven did some of the art ⌠or all of the art, I guess.
Snak is kind of a homage to Snake. You know, itâs not exactly Snake, itâs Snake with one twist that I think changes the game pretty substantially.
So the difference is you can jump. Basically you can jump onto your own back or over yourself. And then the apples that youâre trying to eat, instead of being just static obstacles, they move slowly, and as you get longer, they can run into you and if they run into you, theyâll hop on top of you and crawl up towards your head.
And if they get to your head, theyâll kill you. And so you have to sort of eat them off your own back.
Christa Mrgan: I love the twist, that the apples are carnivorous
Zach Gage: Theyâre more than carnivorous. theyâre aggressive.
Iâve been making games for more than 10 years at this point, mostly on mobile, but Iâve done some other stuff. I made Bit Pilot, Unified, SpellTower, Really Bad Chess, Good Sudoku, Ridiculous Fishing, Typeshift, Flipflop Solitaire, Sage Solitaire Tharsis, Card of Darkness, probably something more than Iâm forgetting.
I make games that are kind of easy to understand and get into, but then pretty difficult. So I try to make games that are accessible but difficult to try to get people to engage in more of a critical thinking mindset and kind of trick people into doing that. So a lot of the games I make on mobile sort of look like very boring casual style games to try to attract the kind of audience that is comfortable with those kinds of pieces.
But then under the surface, theyâre complicated and deep and rich. Sort of like youâd expect a video game to be.
Neven Mrgan: Zach is great because heâs a really nice person and heâs also super experienced with games, and so a lot of this stuff is both no nonsense for him. But then heâs also somebody who has a lot of like, sort of like theories, like heâs thought a lot about what makes games good. And itâs, itâs fun to, to talk to him and you know, he has like good intuitions around this stuff, around whatâs going to work and whatâs going to appeal to a large number of people. Which is something like, I, I donât have, I just sort of like am stuck in my own brain.
Iâm like, well, I like this thing and I hope other people do. And I think he can sort of put on other peopleâs brains like a hat a lot more.
Christa Mrgan: âPut on other peopleâs brains like a hat.â That is an awesome turn of phrase. Reminds me of that Oliver Sacks book.
So how did Zach hear about Playdate and come to make a game for it?
Zach Gage: How did I first hear about it? Bennett Foddy told me he was working on something cool with Panic, and then I think I said, that sounds cool. And then I think he told them that I might be interested and then they approached me.
Neven Mrgan: Weâve all known Zach and liked his games on iOS for a long time, and given sort of the size and the juiciness of his games, how attractive they are to pick up right away and play for a long time, we all knew that we wanted to have him make something for Playdate if possible, and I was super happy that he actually agreed to do it.
Zach Gage: When they approached me with making a game for the Playdate for me, the thing that was really exciting about it was working with a system that had a really strong set of constraints and then also a system that had buttons. I donât usually work with buttons.
Most people who make video games only work on things with buttons, but for me, buttons are a, a real luxury. And so I really thought back to the kinds of experiences that Iâve had with button based stuff and sort of embedded things. And I thought about my like Nokia phone way back when, and. I thought it might be nice to try to make a game for the Playdate that was simple and small and wouldnât exhaust you on it very quickly. Well, I guess also I really thought about my TI 83 back in high school. That was a really big gaming weird moment for me with my friends because we would make games for each other on the TI-83 or like download weird games from the internet and load them onto our graphing calculators.
Christa Mrgan: So I looked it up and realized that since this specific model of graphing calculator was only on the market from 1996 to 2004, thereâs a chance that someone listening to this podcast might never have used one of these in high school or college.
So the TI 83 from Texas Instruments was this bulky graphing and scientific calculator with a three inch, 96 by 64 pixel monochrome LCD screen. And unlike earlier models, it included a very tiny amount of flash memory, so you could write and save programs on it, using, its built in ti basic programming language. Or you could load programs onto it from a computer.
Zach Gage: And that was like also sort of like a hideously constrained system. And it kind of felt like you know what Iâm excited about with the Playdate is this idea of it being sort of social community of people who are making these games on these devices. And so I wanted to try to make a, like a, a simple game for it, that that would keep people coming back and be just some, something that was always there in the background that they could load up and play if they just needed something short to do.
And I also wanted to, lean really heavily into buttons and the feel of buttons and so. Itâll buffer your inputs, which is sort of a strange thing for Snake to do. And that was kind of question for me was, you know, it, if it could be interesting if you added a button to Snake. What would be the difference?
So if youâre gonna like jump on top of yourself and turn right, and then turn left again, like you can do that in a way that feels really fluid which is really important because like ultimately Snak is kind of maybe more akin to a skateboarding game than a Snake game. It sort of starts as a Snake game.
But then as you get longer, there are constant obstacles that you need to. Onto or off of or over. And because those are you and youâre constantly moving, itâs sort of like, Playing a strange sort of skateboarding game on a, a dynamic park where the obstacles are always changing and you canât jump a second time, so you only have one layer.
So a double layer Snake is effectively a wall the same way the original Snake is. So you have to be very dynamic about like which directions youâre going and how youâre kind of approaching how to move through the space and not run into yourself.
It was a very small sort of goal. The scope of the game is very small. So there wasnât a lot of room for a ton of unexpected stuff, I guess. I didnât really expect it to feel so much like a, like a skateboard following game on a high level. That was not what I thought would happen. I thought it would be way more focused on Hopping onto yourself and eating these apples.
I didnât really know what the experience would be like, but it really is super strange at a high level when you have like a lot of double walls and single levels of yourself and youâre like jumping onto your back and skating and then turning and dropping and then hopping back up on yourself and then turning left and then dropping off and running next to yourself.
Thereâs a lot of weird little rules that are not extremely obvious that are become sort of clear if you play long enough like the apples. They can, if theyâre on your back, they can go under a double section of yourself as, as they like crawl under, but they canât ever get onto you if youâre a double section.
So you can build a double section and then theyâll just stop next to you and then you can go and go up the side of yourself and sort of like eat them all as theyâre standing there. I donât know. I think it probably just, there were a lot of like little rules that had to fit in to make the game work.
And I was surprised how much it felt like a very different kind of game.
Christa Mrgan: Yeah, thatâs super interesting. I hadnât made the skateboard game comparison myself, but it totally makes sense. And even though everything is essentially a remix, Zach seems to really excel at taking an existing game and giving it a new twist, while playing with expectations and working somewhat within the constraints of the original rule set.
Zach Gage: To some extent I do think one of my strengths is editing. The editing part of creation shows up really prominently in my work. And I think if you look at like a solitaire that I made, itâs clear that like, well, making a new solitaire variant thatâs more in the editing direction than it is, than making, you know, a completely new board game or something like that.
But I definitely do enjoy doing both. I think for me, the bigger part of it is sort of like defining the kind of challenge that I like to solve and like building the sort of puzzle for myself in terms of what Iâm gonna design. I think thereâs something thatâs very compelling about working within a space that is already very rich as somebody who doesnât really understand much about that space, like coming in from the outside and trying to sort of learn it and navigate it at the same time.
Because trying to make a game. In a space with components that already exist, like solitaire or word games in general or, you know, chess games or whatever. Thereâs, thereâs a huge amount of built in expectation from players for how that game is going to operate and how theyâre going to interact with it and how it should feel to play that game.
When you just make a game from scratch, those kinds of things are things that you end up defining as you build the game. So you, you have a lot more freedom in that way. You have to sort of be very thoughtful about how youâre gonna narrative-ize all of your components and make sure that people understand. But typically You know, if you make a platformer there are some expectations, but those expectations are, are pretty loose and open and donât tend to have a huge impact on like the actual gameplay of the game.
That itâs just sort of like a feel thing. Whereas making a solitaire game, those expectations are, you know, gonna drill down to all the to, you know, what should the mechanics in this game feel like? How should I expect the deck to behave? Whatâs my win rate supposed to look like? Thereâs like all of this intense sort of scrutiny that you end up having to deal with, and for me that is a really comforting place to be designing new mechanics because everything is super constrained and you have to be very clever and itâs very difficult to get lost. I think-- we redid a bathroom in our apartment a couple years ago, and Iâm a, itâs like a nightmare for me. I hate picking things out.
I donât like doing anything. But one of the things that ended up working out was the bathroom was very small. And so we decided to do a full shower, like the whole room is a shower, so that meant the whole room had to be waterproofed, and that meant that any lights or fixtures or anything that we put in the room had to be fully waterproofed.
And that meant that I really could only pick between like three different lights that could go in this bathroom because everything had to fit this intense set of constraints. And I think thatâs kind of what it feels like when Iâm designing these games in these highly culturally specific areas like solitaire that have been iterated on over the years.
You know, for like a hundred years, more than a hundred years people have been playing solitaire games. Itâs like, I, I really only have so many choices when Iâm, when Iâm actually adjusting game mechanics or deciding things. And thatâs really comforting for me, I think because itâs both intensely challenging in a really fun way, but itâs also very directed.
Thatâs a weird answer to your question.
Christa Mrgan: No, I love it and Iâm intrigued by the fully waterproof bathroom, but I wanted to ask about the sound design in Snak, which is very minimal and all correlates specifically to the action happening in the. So it becomes very rhythmic as you get into the zone.
Zach Gage: Itâs very generous of you to call it sound design. Itâs a very limited amount of sound design. I think music was something that I thought about a little bit, but Iâm not particularly skilled at music. So that wasnât, I wouldâve had to figure out a way to, to get someone to come in and do music which was pretty complicated at the time.
But also I think when I designed this game, so something about Snak that is funny and weird is that I designed it I think probably seven years ago, which was a really different time for me in terms of the kinds of games that I was doing and the kinds of choices that I was making when I designed games. And I think at that point in my design career I was a lot more sort of rigid and ascetic about the kinds of visual /audio experiences that people were gonna have.
And a big part of that was Sort of demanding that all of the parts of the game fed into the game itself and your ability to play the game. Since then, I sort of feel like having extraneous things or flashy things actually does really affect what it means to play a game. And theyâre important in ways that are not just, you know, connected to the game design mechanics, but when I did Snak, I was really much more like everything is about the game design and the mechanics.
This is whatâs happening. And Snak is really, really hard. And I really wanted To make sure that one of the things that happens in Snak is because you can buffer your inputs. Whenever you push a button, it makes a noise for that button. Itâs got like a little like di di noise. So if you do like a quick jump on yourself and turn, youâll hear like a da, da da.
As you push those buttons in, and thatâs. Against the backdrop of the Snake moving. And so having a really sparse soundscape was really important for being able to recognize those button input sounds. And it does like really drive how you can understand the game when youâre playing it at a, at a higher level.
And then also, you know, it, itâs really meant to basically, what if we did Snake but added a button that let you jump? Like I didnât wanna go too far from that. And so the soundscape is, you know, very intentionally designed around what the Snake soundscape was which is also super sparse. Like you hear your Snake moving, you get noises when you eat apples.
And thatâs pretty much it.
Christa Mrgan: Cool. It works, and is actually surprisingly stressful at the higher speeds. So what about the art for the game? the version of Snake I played on my Nokia back in the day was pretty much a lengthening rectangular line and some little squares.
How did Zach want to approach the art for Snak?
Zach Gage: So I have a degree in art, but that doesnât mean that I can draw very well, but I can sort of maybe draw enough to convey ideas and I think something that we did with Snak and then Iâve ended up doing quite a lot in further games. Is getting to work with artists where I draw a lot of the sort of mockups and then they take those ideas and turn them into things that actually look good.
Which was a real treat on Card of Darkness. Cuz I was working with Pendleton Ward and so I would draw a creature and then he would make that creature look amazing. But it was like my drawing and I got to be like, ah, thatâs, yeah, I came up with that. But, but now it looks incredible. And that was kind of our approach to working on this.
Um, Neven at the Panic offices, we sort of went down and I was there for a couple days working on the game and looking at the hardware many years ago, I canât even remember exactly when it was. And I think Panic had sort of said, you know, if you need help with the art, Neven can help and Neven was pretty game.
Neven Mrgan:
Early on, we also were so thankful for anyone wanting to make a Playdate game at all. So we offered, you know, if it would be helpful for us to do the, you know, the art or something, we would gladly do that. And I offered that I could do the art for Snak and Iâm very glad that he agreed to that.
Zach Gage: And basically we just talked about what it was gonna be and I gave him the art files that I had already built that worked within the game, and then he did art that we just dropped in and it, and it looked great. And we talked a little bit about what the, the sort of title screen and what the title card would look like.
And then he just came up with them and did them. And I think he also almost definitely pitched some ideas for sort of, you know, he came up with the whole logo, the font structure, like how the font looks and where it says Snak everything.
Neven Mrgan: We love game box art at Panic and mostly like retro game box art because the current vibe with box art is that you put like the main character in the middle and the title of the game and a weapon of some sort, and then thatâs your box art.
Whereas I feel like in the seventies and eighties it was way more creative and itâs especially fun when you have these games that consisted of like, four, You know, blocks on the screen and the box art is like a beautiful watercolor painting showing like armies battling and dragons in the background and like children running and rainbows and whatnot.
So as much as itâs possible to do on a tiny black and white screen, I try to have very evocative scene setting storytelling, epic you know, launcher art, like our equivalent of, of box art for the games. So for Snak, it is this very like, Dramatic in perspective image of a giant apple coming after a fairly like happy looking Snake and like a garden maze.
It is entirely too, like large and strong for how the game feels itself, which is pretty chill. But I like that sort of contrast. I also think like itâs been established in the history of video games that box art will often be way bigger and more badass than the actual game. So it doesnât feel like dishonest to me or anything.
It just feels like a trope that this is how you do it.
Zach Gage: And I had sort of this idea of bushes being around and that the apples would sort of like hide in the bushes and then leap out because the game, there was a gameplay reason where if an apple spawned but couldnât leap out immediately, it needed to sort of be there. And I wanted the player to have a heads up as to like where these things were. And so he got excited about sort of that structure and I think took some inspiration for that for the title card.
Neven Mrgan: We all know how the basic idea of a game like Snake works, and again, I didnât want to add too much like story or whatever to it, but Zach did have this idea that itâs sort of like youâre eating the apples, but the apples are eating you. You know, thereâs some sort of like quick joke to that. And the only thing that I thought in terms of like story or setting was that this is all taking place in like a garden. And so there are some bushes and these you know, apples are jumping out. They could have also just been showing up from like off screen, but I thought that kind of made it a little more of like a self-contained scene if they were, you know, coming from, from the outside.
It also, I think clear to me if you are playing you know, a Snake type game for the first time, that you canât like leave the screen, you know, itâs not like a scrolling level where you keep moving. So containing it with those bushes makes it very clear that this is the play field and this is where things take place.
And also something jumping out of the bushes, I think has this instinctive feeling of like, ah, thatâs a bad thing thatâs coming after me. Uh, Rather than if it was just like, you know, walking down the road cuz then maybe itâs, you know, a friend, but an apple jumping out of the bushes. Thatâs, thatâs not gonna be good.
Zach Gage: But yeah, it was It was easy and fun and and simple. Neven thought we should do little sort of like flippy numbers for the score and stuff and have them be on top of the bushes.
Neven Mrgan: Iâm a big fan of integrating the like UI parts of a game, you know, different like readouts, like HUD type stuff, your score, your health, whatever, into some part of the game. And in this one, especially since we donât want to obscure any of the actual play field, we have those like bushes, like hedges to play with.
So I wanted to put the score somewhere in there and it could just be like floating in mid-air, you know, like a number, like seven, however many apples you ate. But instead, I kind of made it like a little scoreboard thatâs like in perspective, you know itâs like the tiniest little bit of design in the world and probably the closest thing to like a decoration in the in the entire game.
But I think itâs cute and it adds like the tiniest, tiniest bit of perspective to it so it doesnât feel 100% flat.
Zach Gage: And so he did that and it looks great. I mean, it was itâs always great to collaborate with people who are really talented, who just give you stuff that works and then you go, oh, this is exciting. I canât wait to implement it.
Neven Mrgan: Since the game is simple conceptually, and it was going to be simple visually and in terms of play, I also thought that you know, the art should be simple and clear and kind of communicate things right away. So youâre not like parsing it visually very much. And so I think kind of weâre on the same wavelength about what it should be. It should be, you know, a little bit cute, but not like, It shouldnât be too much decoration to it.
He had this very like specific simple, simple idea for the game where if you think to the like original Snake games for like your T nine cell phone itâs, you know, a bunch of squares. He didnât want that specifically, but he wanted it to be on that level of sort of simplicity and how quantized everything is, everything sort of happens on the level of these you know, squares and a ticking clock.
And so, When I hear something like that, I start thinking of art thatâs almost like little paper cutouts or something like that where they can be cute and everything. But in terms of expressiveness, theyâre sort of locked into now they look like this and now they look like that. Thereâs not necessarily a lot of animation particles effects.
It is more like a picture book type of art.
Zachâs game was one of the earliest made for Playdate, partly because Zach is good at what he does and he had an idea quickly and he executed it quickly.
And partly because he was one of the first people we contacted.
Zach Gage: the game has sort of existed in almost its final form for a very long time. I think the weirdest thing for me, honestly, was just building something.
That doesnât come out for seven years. That was like a very interesting challenge that I donât think I fully understood when I started and and became sort of an interesting lesson to learn on how to approach that kind of thing, I think. Even like when I believe the idea. When I first started was that there would be games and that you wouldnât be told any of the peopleâs games at all.
And so you would just buy this device with no idea what you were going to get whatsoever. And then every game there would be a surprise game by somebody that, and maybe it was someone youâd heard of and maybe itâs someone you didnât. And that really changed. That was like a big shift, was sort of like announcing the games and the people and, which makes sense.
Because the idea of, I mean, launching a system, , itâs like the most ambitious idea Iâve ever heard in my life in retrospect, that like, youâre gonna build hardware, youâre gonna commission games in advance, and then youâre gonna convince thousands of people in the world to buy a system with random things that they donât know whoâs gonna, I mean, itâs just like completely impossible.
But I think , it was, itâs interesting to like, Design a game from moving contextual target to like, have that change a lot is really weird. And itâs not something that I ever thought about because most of my games are built and released within, you know, six months or a year. And so thereâs sort of like a natural understanding of what the context of the world is. What are people thinking about in games? What are people expecting? What am I interested in? Like all of that stuff is just naturally built in. But when you make something and then you release it seven years later, itâs like, oh, , like this is, this is on a system thatâs very different.
This has got a totally different kind of launch strategy. I make very different kinds of games now. My reputation is a completely different reputation than when it started. Itâs that I think is the, the strangest and most interesting part to think about and, and sort of experience and through, through what the launch will be like.
It didnât even occur to me when I was starting to design this game how excited the world would be about the crank. I think now if, if they were like, Hey, we want you to make a game for this system, hereâs what it looks like.
And I, there was a crank, I would be able to look at that and be like, whoa, a crank, like thatâs gonna be the, the feature. But seven years ago, I mean I was like much younger and much less experienced and I think I had less of an understanding of sort of what the press structure of some kind of object looks like.
So it didnât even, I was just like, eh, a crank, thatâs cool. But like, Iâm really excited about buttons. It didnât even occur to me that, that people would sort of like be overwhelmingly excited about the crank and thinking about the crank. For me it was just like, oh, I get to make something with buttons.
What a joy!
Christa Mrgan: Not every play date game has to be about the crank! Well, one thing I like to ask game developers is how they determine how hard to make a game, balancing, making it challenging while keeping it fun.
Zach Gage: One of the things that has been kind of funny about Snak is that itâs really at its best when youâre quite good at it and when youâre not as good at it, itâs not as good a game because itâs really similar to Snake when youâre not good at it and when youâre really good at it, itâs a completely different game than Snake.
Itâs a weird, amazing skateboardy grind on your back strange experience. And that happens kind of when youâve got like 30 apples. Like if you get to 30 apples, the game is a completely different game than it is under 30 apples. And so That, thatâs a real struggle because like, you donât want to make a game thatâs not fun until youâre good at it, because whoâs gonna get good at it?
And trying to figure out ways to get people into the space of being good at it I think is a real, there I went, I underwent a real shift. In terms of my own personal game design strategy and like approach in that very particular area over the time that Iâve been making this game. And so the change that I made recently was I added frame buffers for how much it would accept a jump.
So instead of having to jump , like at the exact moment that you would wanna leap over your body now if you jump a little earlier, itâs okay, and if you jump a little later, itâs also okay. And so it makes it so that this thing thatâs actually precise is now super loose and it allows you to play sort of ahead of your skill level.
So people who are less good at the game will still be able to get quite far, but itâs not a powerful enough sort of boost that it really fundamentally changes the game at a high level. And that was something that I Came up with after talking to JW, who worked on a Minit and Nuclear Throne and Disc Room, and itâs something in particular that they did with disc room.
Where Disc Room is this game where youâre dodging all of these like flying saw blades and he had told me that they made it so that the game decreases ti the speed of time by 10% if youâre next to a saw blade, which you donât even notice when youâre playing, like you canât tell. But what it does is it makes the game much easier because if youâre about to get hit, you have this like little window where you kind of have 10% faster reflexes because the game has slowed down for you.
Which is I think, totally genius because it doesnât do anything to make the game any less difficult because really what the game is about is about planning where youâre gonna be. Itâs not about dodging these saw blades. And talking to him about that made me realize that Snak is really also a game about planning what youâre gonna do.
And itâs not about pressing the buttons at the exact right time. And so giving people much more space to press the buttons at the right time, then sort of moves the cognitive part of your brain into the planning part, and youâll still get like screwed up and stuck in an area and hit a wall that you didnât expect because now youâre allowed to sort of play a little bit ahead of your skill.
And I think thatâs a really big part of, trying to do. The, the thing that you asked about is just like thinking about how to, you donât want players sort of like struggling to catch up to the state of the game. You want them to be able to play a little bit ahead, because playing a little bit of ahead.
Is actually much harder than than operating in the present. And if you let people play a little bit ahead, then theyâll get to that sort of like flow state complicated part of the game sort of naturally.
Christa Mrgan: Brilliant! And there are different speed modes too, which is helpful and I love the way theyâre named.
Zach Gage: Oh, that was kind of a fun-- so originally the modes were named for animals. So there was like slug mode, frog mode, Snake mode.
But we didnât want the game to be judging you for the mode that you played. And thereâs sort of like an inherent judgment for playing slug mode versus playing Snake mode. Cause itâs like this is what itâs supposed to be. Which is like kind of a bizarre Thing to have to grapple with. It was hard to try to imagine like, how do you rename these modes in a way where people are gonna understand intuitively the difference between these modes, but not feel judged in any way.
Cuz itâs not, I mean, I, I really feel like playing at a slow speed is a totally fundamentally different experience than playing at a fast speed. And then theyâre not meant to be one as easy and one as hard. Itâs like different. So I think one of my friends eventually suggested increasing the number of Aâs, so you have Snak mode and then Snak mode and Snak mode.
Which makes it impossible to tell people which mode youâre playing. But I think is like a, a good solution to the problem of not being judgy and being intuitive. And also it fits with the, the vibe of Snake and what youâre doing.
Christa Mrgan: Awesome. So I did this interview back before Playdate was actually out in the world and in peopleâs hands, and I asked Zach what his hopes were for the game and for Playdate in general.
Zach Gage: Iâm really excited for it to come out because there are online leaderboards and Iâm very curious to see, you know, if, if anyone gets into it at a, at a super high level, how well they can do. And I think itâs really tough to know how successful the game is in that until it launches and it exists in the context where there are all these games, but Snak is just sitting there and you can always pick it up. And so I think thatâs something that Iâm very curious about.
And Iâm really excited for this thing to come out and Iâm really Excited to see what, what people make with it. I think thatâs the, the most exciting part, I think. For me, the dream console is like a little thing that is wireless that I can pick up in the morning that.
I can go on and see that a bunch of people have made a bunch of strange little creative games that they could make because theyâre, you know, low overhead to do. And I think I, Iâve gotten little taste of that over time. I think like playing Little Big Planet levels for a while was like that, or Mario Maker levels. Thereâs like little pieces of that where you get to sort of walk around in some 12 year old kidâs imagination of what a video game is. And thatâs really thrilling. And I think for me, Thinking about the Playdate and what the Playdate ecosystem could evolve into, could really look like, something like that.
If thereâs a really big uptake on it, and I think Panic is so particularly skilled at building tools and like an ecosystem that they could really do that really well if it gets that kind of uptake, that that would like lead to that kind of environment. And so Iâm really hopeful that that will happen and Iâm really excited about it coming out and you know, Iâm excited to see how people feel about my game, but Iâm more excited to see how people feel about the device and making games for it, and what kind of community could build up around it.
Christa Mrgan: Me, too. So far itâs pretty amazing! And I hope you have a great time hopping over your own back and eating those aggressive apples before they have a chance to eat you in Snak, whatever your speed may be.
You can learn more about game Designer Zach Gage and Panic Designer Neven Mrgan via the links in the show notes. Thanks so much for listening and stay tuned for more episodes coming soon to the Playdate Podcast feed. Bye for now!
Zach Gage: Bye.
Neven Mrgan: Thanks, bye.
Christa Mrgan: The Playdate Podcast was written, produced, and edited by me, Christa Mrgan. Cabel Sasser and Simon Panrucker composed the theme song. Additional Sound Effects were composed by Zach Gage and come from Snak.
Huge thanks to Tim Coulter and Ashur Cabrera for wrangling the podcast feed and working on the website, James Moore for making me an awesome Playdate audio extraction app. And Neven Mrgan who created the podcast artwork and site design. And thanks as always to everyone at Panic. Playdate is shipping now and available for pre-order at play.date. Of all the interesting aspects of game development we touched on, the thing I really wanted to know more about was Zachâs fully waterproofed bathroom. Specifically, what is the toilet paper situation in a bathroom thatâs completely waterproof?
Zach Gage: thereâs one window in the bathroom and that window has a shelf and the shelf is inset to the wall and the shower on the other side of the bathroom. So itâs like in inset area thatâs very difficult to get wet. We have rubber toilet paper.