Episode 32: Oom and Pullfrog
Christa Mrgan: Welcome to the Playdate Podcast, bringing you stories from game developers, designers, and the team behind Playdate, the little yellow game console with a crank. Iām Christa Mrgan. And this weekās episode has a special format.
Oom and Pullfrog are two standout games that launched in Catalog last year, and I really wanted to get the stories on both. But instead of creating an episode for each of the games, I decided to have both gamesā creators play each otherās games and then interview each other about them. This conversation was recorded back in May of 2024, and I mostly tried to stay out of it, but you know me: I did edit it a bit to tighten it up and remove filler words.
And spoiler alert: this episode does contain spoilers for Pullfrog, Oom, and Omaze, and Doom Eternal. Okay. Not really, but it does get mentioned and I thought itād be funny to throw it in there. Okay. Iām gonna turn it over to them now and let them introduce themselves and their games. Enjoy.
JP Riebling: Hi, my name is JP and I am half of Amano games my friend Mario Carballo. And I I am in charge
mostly of art and animation. I do a little bit of
audio and music. and I also co-design games with Mario.
Mario Carballo: Hello, Iām Mario Iām the other half of Amano games. Iām the programmer
Gregory Kogos: also designer of our games and I mostly do that. I also took charge of the website.
Hi, Iām Gregory. Iām a solo developer. I made this game, Oom which is spiritual successor to Omaze, which is a season game. Itās a very unconventional game, I think. Itās a kind of a dungeon crawler where you move and shoot on a beat. So
Gregory Kogos: itās Itās kind of a dungeon crawler, but not really.
Itās a kind of a rhythm game, but not really. So something in between of the genres. itās definitely a puzzle because there are puzzle elements, but, also itās, I know that itās good to describe the game, āsomething, something meets something, something.ā So if we are talking about Oom, itās um, Crypt of the Necrodancer meets Osmos.
JP Riebling: . Hmm. Thatās a good way to put it.
Yeah.
Frog is a twist on a classic block falling puzzle game where you take control of a little frog that uses its tongue to move the
JP Riebling: pieces around and try to clear lines. it has power ups and some hidden secrets in it. And if youāre a fan of falling puzzle like games,
I think youāre gonna like it.
Gregory Kogos: I have many questions.
Mario Carballo: I have many questions. as well.
Gregory Kogos: first of
all, you are based
in Mexico, right?
JP Riebling: Yes.
Gregory Kogos: You are the first game developers that I know from Mexico, and, I would like to know like any of your gaming background, but I prepared like, question for that, which is connected to your game:
do you remember, how did you play Tetris for the first time?
Christa Mrgan: If youāre listening to this podcast, I probably donāt need to tell you what Tetris is, but just in case, Tetris Is the OG falling blok game, created by Soviet developer Alexey Pajitnov, where you move and rotate falling blocks called tetrominoes to complete rows and score points. The version created for Nintendoās Game Boy was one of the bestselling video games of all time. Okay.
JP Riebling: I can answer that. I was probably five years old. My parents gave me a Game Boy and it had Tetris I was
fairly new to video games. I think I had NES
and I only had Mario. So Tetris I think was the second game I played but yeah, I think I was five,
six years old when I played Tetris for the first time. It was a, a present from, my parents.
Gregory Kogos: Nice. So youu acually had Nintendo-- like real Nintendo consoles in Mexico?
JP Riebling: Yeah, we got a lot of that. We got some bootleg Nintendo. It was like a Famicom, we called it the Family. It was called the Family. And a lot of people had that.
But also we got being so close to the US we got a lot of Nintendo, like classic NES and Super Nintendo a little bit down the line.
Christa Mrgan: Yes. Nintendoās original game console was called the Family Computer or Famicom, it was redesigned and released a few years later as the Nintendo Entertainment System or NES.
Mario Carballo: I do remember my first time playing Tetris was in one of those large displays that had like 99 games inside of one.
Gregory Kogos: Yeah. Same for me.
Mario Carballo: Yeah, .
I mean, because they were cheap and easy to get, and also because my parents didnāt like me playing video games. Uh, so they were like, I donāt know, everything that was handheld was not a video game for them. I dunno how the rules worked, but something along those lines or, or maybe
because the battery didnāt last long and then I couldnāt play for too long, but they allowed me to play those kind of games. And that was the first time that I played Tetris. Actually didnāt play on the, on the Game Boy until like twenties or something.
Gregory Kogos: Mm-hmm. Everything in handheld is a toy. Itās
Mario Carballo: Yeah, exactly.
Gregory Kogos: not a game.
Mario Carballo: Yeah, I think it was also because then like when we were in a party or
something, then I would just be the kid in the corner playing his Gameboy or his,his little toy,
And, then I wouldnāt be disturbing the, the adults.
JP Riebling: What about you? like, what, whatās your background?
Making games.
Gregory Kogos: If we are talking about my childhood, I was born and raised in Ukraine and we absolutely
didnāt have Nintendos or something like that. We had the only knockoffs and we even had this Soviet arcade knockoffs, and actually the Pong version on Soviet arcades is much better than the
original, I think. So if we talk about Tetris, yeah, I also, the only way how I played it is this cheap 99 -in- one games. They had Tetris. They had some race cars, but they looked like Tetris, too. So if weāre talking about my gaming habits my first proper console was Nintendo Switch.
I started very late. Before that, it was only PC gaming for me. And we also had the computer
clubs, where you can go and games. Not many people
had actual PC at home, so we had a play date after school.
Christa Mrgan: We all see what you did there.
JP Riebling: Oh, thatās so interesting.
Mario Carballo: For me it was something similar. Because, yeah, we didnāt have consoles at home. I was allowed to play on the computer for a while, and then on the recesses on school, I was also like, if you answer the question correctly uh, you get a credit. And if you got 10 credits, then you can spend them on the library to play In the computer. So I played a lot of flash games and it happened to me a lot that sometimes, like later on I would play a classic game like Zelda or Metroid and, I would be like, oh, this is like the flash game that I used to play.
And that was my original like reference of some genres, like the flash game
JP Riebling: bootleg.
Gregory Kogos: And could you imagine when you were five years old,
when you were playing Tetris that youāll make your own Tetris at some point?
JP Riebling: Growing up I always wanted to make
games. And I very clearly remember thinking that watching cartoons and stuff, I had an idea of how animation was made. So I thought that video games were made just like that. They would like draw every possibility, you know, kind of like the way a Mr.
Game and Watch works. So the, the makers of the game would
draw every single possibility, and then you would have to choose one, so it, seemed to me like an overwhelming amount of work. and throughout my life I always played games, but I had no idea
about development. It wasnāt until after I became like a full grown adult that I got
into games and, and even then, it was kind of hobby-like. So I didnāt
really think I would make a, game similar to Tetris that felt fun and that didnāt feel like
I was just copying Tetris.
So yeah. Uh, Making Pullfrog was a fantastic experience. Iām very glad we could do like a twist on the genre.
That felt good.
Gregory Kogos: Yeah, and Iāve seen the first version of Pullfrog was made in PICO-8
Christa Mrgan: PICO-8 is an emulator and game engine created by Lexaloffle Games that mimics the limited sound and graphics capabilities of eighties game consoles, without being tied to any specific hardware-- it a "fantasy console."
Gregory Kogos: and I find a lot of similarities between āPICO-8, a fantasy console and Playdate, the real console, because it has lots of limitations.
It also uses Lua. Iām not sure if you actually made it in Lua, but it is a possibility for āPICO-8. So can you expand a little bit? How is it like to develop it for PICO-8 and then porting it to Playdate?
Mario Carballo: I was actually thinking about that today, because I was remembering one podcast that I used to listen, which
is in Spanish and they talked a lot about how it was developing for, consoles and how that is kind
of lost. Because before you had some technical limitations that made the game in a certain way. And I never understood that really, because like I didnāt have that experience where I didnāt have the technical knowledge to understand how a game could different, based on like, A CPU or resources that you had in the console. And like when we started doing PICO-8 games, I started to understand it. Like, oh, we have this color palette and thatās why the PICO-8 games all look cohesive. And itās like they all belong to this fantasy console. And the same thing is happening on the Playdate, where obviously you have the screen, so everything is one-bit.
but also you have like the tools like the SDK, and then you have a bunch of games that used, the tools that are provided by the Playdate, make their game. So you have a nice effects, you know, like the dithering patterns and all the tools that are provided by the SDK. And itās really fun. I didnāt expect to ever make a game in that way.
And even like listening to that podcast, I remember they were complaining about how that was not possible anymore. So Iām really happy that we have experienced that. The games that weāre doing, they are driven and the design is really based on the platform. And that gives them a really unique feeling And you can, the difference in Pullfrog, because itās like , the limitations of the PICO-8 are really different from the limitations from the Playdate. And you can see that conversion I have really liked working that way.
Gregory Kogos: I was playing your PICO-8 version and I have to say the
Playdate version is much, much better. Like you can tell that you invested a lot in that.
JP Riebling: yeah, we put a lot of special care into the feel and the controls in the play date version because the PICO-8, it was our first game we made together just the two of us. I mean, the context of Amano, maybe. we were also kind of like learning the ropes on the PICO-8 system, which for that system, the limitations are that you donāt have a lot of texture space, but you have a lot you can do like with computing. And with the Playdate, itās a little bit backwards. You you have limitations in terms of performance and you have to be careful with that, but you have all the textures and sound and memory. you can use, can make it as big as you want. You might try it and not do that 'cause like the limited storage on the, on device, but we could go all out in making it feel good and adding cut scenes and adding extra like graphical details and that was important for us.
Mario Carballo: I have a question kind, of relative to this. So Iām wondering, like you are one of the first
ones to make a second game on the Playdate. And I want, to know how different is that, like from working in a Season One game where you, you donāt share a lot of stuff and thereās not a lot of people that know even what the Playdate is or how games are in the Playdate to working on a second game where you already have
the Catalog and have this, not like massive, but you now, we now have like 100 games
in the Catalog or, or something. So how did that change your process or how was it different working on the second game?
Gregory Kogos: I didnāt change my actual process that much, because thatās the only way how I know how to make games. But I definitely was trying to fix some uh, mistakes or problems that I encountered on
Omaze, for example, Iām making crank centric games. Thatās what fires me
up about Playdate, the
crank. Uh, I love alternative controls and for me, Playdate is like alternative control console
of the crank.
So, with the crank I realized that it is much better to control, your character if absolute position of the crank, corresponds to the playerās position.
I couldnāt have that on Omaze, thatās why sometimes people they donāt know which
directions they will go. They think in terms of left and
right, but not clockwise and counter clockwise. So when you are in a down position, like,
180 degrees, you are not really sure where you will go if you rotate it clockwise, for
example. And itās kind of cool that people can rewire their brain in the end and
in the end they have this cool skill to think in terms of clockwise, country
clockwise. But for some people I guess itās, too hard. So I uh, learned a lot from.
Hyper Meteor.
Christa Mrgan: Hyper Meteor is another Season One Playdate game. Thereās a link in the show notes.
Gregory Kogos: and one more game, Star Sled by Greg Maletic.
Christa Mrgan: Star Sled is also a Season One Playdate game, created by Panicās own Head of Playdate and Special Projects, Greg Maletic.
Gregory Kogos: And actually Greg added that absolute position after he encountered the same stuff that I, encountered as as far as I understood. So yeah, Thatās one of the main takeaways that I fixed on Oom. But in regards of the process, itās absolutely the same. I generate everything with the code,
both sound and visuals. I donāt have any sprites, besides some, you know, launch card animations or something like that.
And I have this weird technique where uh, Iām solo developer and Iām not finishing a lot
of games various reasons, but mostly because Iām lazy.
JP Riebling: Happens.
Gregory Kogos: So all of my games that Iāve actually finished had the same pattern. Iām actively developing
them for the first period of development, and I put some very important groundwork for them, like pillars, and then they kind of develop themselves. I just need to show up
and see what the game wants to be.
And it might sound artsy or pretentious, but actually itās very practical
JP Riebling: because in the end, itās easier for me to finish the game because it kind develops itself and Iām just showing up for work and itās done at some point.
I, can relate to that a lot. I feel like a kind of archeology, like you have to lay down the groundwork. I donāt know that it happened so much that way with us, with Pullfrog, but the game
JP Riebling: weāre currently developing,
Itās rules based, Once you start setting up
base and the rules, a lot of things just start like it feels like theyāre happening on their
own, even though youāre actively directing them to happen, but itās like that feeling of discovering the game once you have the base.
I donāt know. Itās, I donāt think itās
pretentious or weird at all. I think itās very relatable to what a lot of developers go through while
discovering their game, even though theyāre making it. Sounds
funny.
Gregory Kogos: Yeah. but it feels like magic at some point. Like you are the vessel that the game transcends through. Itās kind of cool.
Christa Mrgan: yeah, for sure.
And for both teams, part of discovering what the games wanted to be happened through play testing.
Gregory Kogos: Yeah. For me itās happening in a different ways. Itās happening during the play test where I see, yeah, that something doesnāt click with people or something does, but sometimes you just sit in front of computer and itās just the next day and you play one level and itās like obvious what the next level will be.
Mario Carballo: For us, I think it depends on the game. Like for example, in Pullfrog one of the things that I think is like the cranking to speed up the game which is something that we did right at the end, and that was because we play tested it and it was like, oh, itās really slow at some point.
Like when you already know how to play, first pieces are really slow and it can get boring at the beginning. we tried a couple of things, like in the settings you can change the initial level or
whatever, but we have thing that the crank that we always wanted to use. We just didnāt knew how. And I think it was JP who had the idea that it was like what if we speed up the pieces falling with the crank and it was completely because of people playing it and us playing it as well, it was too slow at the beginning, but we canāt speed it up because the game is already hard. So if we make it faster at the beginning uh, for people who havenāt played for hours and hours, itās gonna be too hard.
Gregory Kogos: Yeah, speeding up with the crank on your game, it actually feels really nice because at some point when you are already at that level of skill that game is too slow for you,
you feel like, yeah, Iām good. I, Iām already speeding up the game. It feels very satisfying, I have to say.
JP Riebling: Oh, nice.
Mario Carballo: in the Game that weāre making now, one thing that happens to us, is that sometimes I would make a system and put it out there, and then I will wake up the next day and see what JP did with it, which is really nice. Sometimes itās like, I had no idea that you could do this with the thing that I just did, but JP Found a way of doing what he wanted with this new rule set that he has in our tool belt.
and that has been really nice with this latest game and also happened with another game that we were doing where already have like a level editor. So sometimes I would just get like, a GitHub notification of the other person pushed something and the, the title was like, on new level or something. And then it was like, I was excited just to see what new thing is there in the game to the next day. So thatās, thatās a really nice experience.
Gregory Kogos: So Iām curious, the inception of the Pullfrog, specifically did it come to you, "weāre gonna make
a Tetris game with the thing running around," or "we gonna make a game about the frog the Tetris."
JP Riebling: So I think if I remember correctly, the origin ofPullfrog we are part of a PICO-8 development club where there was a monthly theme and we would work on the game for a month. And so for that month, the theme was frogs and cactus, I believe. we were like, okay, weāre gonna make a game with the frog. And this is like my first attempt at programming. Iād been watching some lazy dev tutorials to learn PICO-8. So I started doing the basis for the platforming. I was just like learning the ropes, right? I wanted to do like a very basic platformer and I started coding first part. And then Mario was like helping me out and teaching me.
In the end he took hold of the whole programming part, and I focused on the art. The idea was to have some falling cactus blocks. You were controlling a little frog, and the cacti would squish you. I played this game called Super Puzzle Platformer at one point where itās kind of the same thing. Youāre like controlling a character and blocks are falling. Itās similar. The concept is a little bit based on that. I always loved that game and I wanted to do something that was similar in spirit.
JP Riebling: But yeah, the themeing comes from the group thing. And, idea of having a falling blocks game came from, I think since everything in Pico eight is kind of like blocky. It was just kind of a no brainer. It kind of guided itself as we were talking before. It kind of guided itself into, into being that.
Mario Carballo: Also, what happened was that we wanted to do a platformer. I think that was the main idea. we had done other games before, but this was like uh, our first attempt at doing like
movement and that, felt good. So we were researching a lot about like, platforming and, you know, like reading the Celeste code
Christa Mrgan: Celeste is a platformer thatās now available on a variety of consoles, but which was originally created for PICO-8 as part of a game jam by developers Maddy Thorson and Noel Berry.
Mario Carballo: And doing a bunch of iteration on the movement. And the falling block pieces idea was also, if I remember, there were the eyes, the idea of the eyes. The cacti were falling down and you had to collect the eyes with the tongue at them hurting you. it was kind of a complicated idea. And then when we were working on PICO-8 it has like an integrated map editor, and that made really easy to lay out the blocks. And I think just like normally we would go to that direction that the blocks were in the Tetris shapes Whatās the name of the, of the
JP Riebling: Tetrominoes, yeah.
Christa Mrgan: I love that those shapes have a special name and that we all know that special name. Okay.
Mario Carballo: And it was just like, you know, uh, itās fun to do them. So we were doing it and they were falling, and thatās one day it was like, what if you pulled the, the blocks and arranged them in the, scenario? And we didnāt even knew if it that was a good idea. We just were, ah, letās try it and see
how it goes. And then, yeah, everything exploded after that in that direction.
Gregory Kogos: Thatās great because I have to say that Iām a jealous of your character because it fits so well into the gameplay and uh, my process is always I start with the gameplay and then I come up with the character. Thatās why all my characters are kind of a geometric shapes.
JP Riebling: Mm-hmm
Gregory Kogos: And you guys, you just came up with the perfect character because I was thinking first it was the game with the guy running around the Tetris and, he has a slingshot something like that. But then you came up with this perfect character because the frog, first of all, It jumps and then it eats the flies with pulling its tongue. And itās kind of perfect for Playdate. And while we are talking about the characters, can I go into the little spoilers for your game?
Mario Carballo: sure. I mean,
JP Riebling: Uh, Yeah.
Gregory Kogos: Okay. So basically your game itās not only Pullfrog, but you have many different characters. Not only frog. and you have this chameleon, you have this weird triangular guy. But
then, and Iām not gonna be spoiling it more, but only one more character. You have a bird.
JP Riebling: Yes.
Gregory Kogos: And then your Pullfrog becomes Pushbird and it transforms the gameplay completely.
How did you
come up with that? And I didnāt unlock any other characters, so donāt spoil it for me.
JP Riebling: Sure. So when we made Pullfrog, everybody complained, " why isnāt it push frog? Why arenāt you pushing the pieces? I donāt like to pull the pieces. It feels weird." not everybody, but a lot of people. We, got complaints and we were very, very obstinate, very decided that we were not gonna change that? We like Pullfrog, we like how the mechanic works. Itās a little bit weird reaching the edges, like pulling the pieces into a corner. It makes it a little bit hard. And thatās, I think, where were coming from. we liked that gameplay. So one of our first ideas was one of the power ups in the game was gonna turn you into Push Frog and you were gonna be able to push pieces around for a while or maybe switch around the gameplay. But that kind of felt weird changing it on the fly, like mid- game. So once we started adding characters, and first, since the original PICO-8 version um, have the first three characters you mentioned: the chameleon, the pyramid guy, and the Pullfrog. Those guys control kind of exactly the same as the PICO-8 version. We had slight changes in the variables. So that one is a little bit more floaty in the jumps, and then other one has a faster tongue, so it makes the gameplay a little bit different, but not radically.
So once we started adding more characters or the idea of having more characters, we thought, well, maybe we could turn, push frog into push bird. So yeah, the character of
burb is actually our response to, to push frog squad
Mario Carballo: Friction.
JP Riebling: there.
Mario Carballo: Yeah. And it was, it was that, and also, like Pullfrog because we think it feels better to pull the pieces. Itās hard to explain, but I do believe that, that the feeling of pulling for some reason feels better that the, feeling of pushing, at least in, in the context of Pullfrog.But at the end of the day we also wanted to know like what would happen, right? Itās a question that we wanted to answer and it wasnāt that hard to implement once we had everything out. So I remember the moment, like that I told JP, āthis means we can have Push Frog!ā And, then, which it was a matter of looking like what
character would be the best one to do it. And thatās why we did it there. And we have said this in other places, and I think itās always like people, once they know it, they appreciate it a little bit more, but we do a lot of things in the game to make sure that more pieces fall the side. So even though that itās harder to get the pieces to the complete limits of the, board, the logic is weighted So that more pieces spawn in the, in the sites. But even like all the things that we have done, and still the feeling is that itās, unfair because itās harder to get the pieces on the sides.
I donāt know if thereās a better solution to the ways that we have done it, but it has always been a way of designers, maybe like our job is finding a way to, to not have that question in the game.
I donāt know the players prefer, but yeah, it was mainly because we wanted to answer that question, like, what would happen if instead of pulling is pushing, for our sake and for other peopleās sake as well.
Gregory Kogos: This design is very in the spirit with the original Tetris, because in original Tetris, when you play it on the high skill level, you also waiting for this l block to fall some point.
JP Riebling: Mm-hmm
Gregory Kogos: and thatās something you cannot influence. You just wait for that and build on the side. Iām
just waiting for the side blocks to fall and Iām building in between. So it, uh, natural to the tetris game, I think.
JP Riebling: Yeah, I think thatās a good way to put it. It has a very close similarity to that for sure. like, while weāre in the, in theme of like controls and difficulty and balancing, I wanted to ask you, Gregory, about ā cause I feel like I played Omaze and I played Oom and I find Oom a difficult game, a very rewarding game, but difficult in its controls, which I think itās at the core of the gameplay. I think itās, itās there and itās quite balanced, but did you have any issues play testing or
like getting feedback like may maybe itās too hard or this is difficult, or, or or what has been your, your experience with Like player feedback from, the controls in Oom?
Gregory Kogos: Itās very controversial because my girlfriend and her sister, they cannot play Oom at all. They donāt go past the first room. I was so in love with this idea of movement and first time when I show it to them, I was so scared. because doesnāt click for some people, I dunno. Uh, but then I showed it to other players it was flawless. So, I donāt know, just pick your audience, I guess. I always think about my games: what would I like to play? and thatās what I would do. and I hope if Iāll do it well enough, other people will find the game and play it and enjoy it but in terms of difficulty curve, I think itās very balanced because I was bothering many people to play-test the game,
but in
terms of basic controls,
theyāre very unconventional. And they might to get some
time to use
to.
JP Riebling: Yeah, yeah. No, I agree. I can relate to that.
Mario Carballo: But I think itās worth it. Like, I dunno, I love both games. and theyāre definitely one of my favorites on the Playdate. The movement of Oom,Is like the moment when you understand it, itās just like oh, this is so elegant. Like the, first 10 seconds of the gameplay, I just think itās, some people find it harder or, or easier, but everybody appreciates like the elegance of the game and the design. I really enjoyed like, playing even the, the crank docking and un-docking. I was listening to the other of the podcast and you talked a little bit about it and it was like, yeah, I really like that, this game uses the, the crank, docking and un-docking as one of the inputs of the game and one of the main inputs of the game. So I, I wanted to ask that like,are you thinking of those things since the beginning? For example, the map and how you were gonna draw it in this, like the UI in general of the game, or was that something that came up at the end of the development?
Gregory Kogos: The map was the breakthrough actually because before that was without map and thatās why it didnāt have a scope. But once I realized that itāll be a map nine by 9, 89 level and 81 rooms. and then everything fell into place, I knew that there will be like three pickups, and thatās when the magic started to happen. That one we were talking about. This was the final piece, the final pillar
when the game manifested itself. And it said after that I didnāt work.
JP Riebling: How long did you work on oom?
Gregory Kogos: I am not sure. From the very first idea, āoh, thatās what I wanna do!ā Maybe year or
something, but I had lots of break in between. So I donāt know, net of time, probably
eight months, nine months?
Like that.
JP Riebling: Well, Thatās impressive. It feels like such an, as Mario said, an elegant game. the, way you design the backtracking and the, navigation through the maps and stuff, I donāt think my brain can even like work on making a game like that. So yeah, itās a great job.
Gregory Kogos: As I said, it just happened. Lots of the, best stuff with this game just happened in the shower to be. honest. It is just shower thoughts. the inception of the Oom, is very
intertwined. It first started with this idea of the rhythm game where you a decisive action. Not on the beat, but before the beat happens, And I made a alt control rhythm game with LED strip it is called Skeeper and it was, I think itās really good game. It just had unfortunate uh, destiny because I made it right before the pandemic, so it didnāt, go to all the, festivals and
events, but the groundwork in terms of design philosophy is a Skeeper. and then I was playing Doom Eternal I noticed that I am, moving rhythmically. Itās very fast paced game. And every weapon in Doom Eternal has kind of a rhythm to it connected to its reloading time. I noticed that Iām just reloading on the beat, on the rhythm, and just controlling my direction where I
look and where I shoot, basically. I started to play, Doom Eternal like a rhythm game. So I thought, oh, can make this only in 2D and you do everything automatically and all you do is you just control
your direction and thatās it. And it would
be the same game basically.
JP Riebling: Oh, I was gonna ask about the origin of the name actually. Now you just answered that. Thatās brilliant. Like that, thatās the thing with rhythm games. Rhythm games Require precision. Right. thereās a lot of instances where people play games that arenāt quite optimal for rhythm games, which makes 'em especially difficult to enjoy if you donāt have the adequate conditions, for example, like input lag on a monitor or on a tV screen or whatever. So a lot of people might get deterred from playing them because
of those circumstances. And in the case of making a rhythm, a rhythm ish game for Playdate, itās brilliant because the hardware is right there, thereās no variance. Like everybodyās gonna have the same experience. So yeah, itās kind of genius.
Gregory Kogos: Haha, Thanks.
Mario Carballo: another thing that I wanted to ask is that I know that Omaze and Oom are related somehow in thematically or, like in the universe or something. Was that the idea since the beginning? Or also was that something that at the end was like, why not do this?
Gregory Kogos: I really wanted to make a successor to Omaze because even most of The people donāt notice it, but there is the very clear if not story then message in Omaze. because in the end
of Omaze-- spoilers-- in the end of Omaze, you are becoming the eye that you were fighting all along, all the game, you were fighting this evil eye and in the end youāre become one.
And wanted to make a game with the happy ending this time. and in my head, the universe, this 81 Rooms is the one that the main character of Omaze built.
And in the end you are actually fighting the corrupted version Omaze Guy.
And you can tell it by some similarities, but you have to be very attentive to how bosses look in Omaze and how the Final Boss and its phases look in
Oom, itās pretty obvious theyāre connected.
JP Riebling: Well, thatās so well thought
out.
Gregory Kogos: Yeah, it is very obscure, but I did it mostly for me, so I know
what Iām doing. actually.
Mario Carballo: I really enjoy that part as well. one of the things that I really like about making Playdate games is the community. And I was wondering like, what was the response to your game and like, if you have received any, like, encouraging messages. Also, I guess you have like fans from Omaze and then
itās like launching Oom, itās like a continuity of
that, I guess?
Gregory Kogos: Yeah, Iām sneaking in this discord group Playdate Squad. Iām usually very quiet there because I also want to hear honest feedback. And yeah, I feel like if I will show up there people will
be, more kind than they should be. And yeah, in that, Discord group, people really liked it.
I was uh, paranoid that I will let some people down because it feels like so many people liked
Omaze and they had some kind of level of expectations for the new game, and itās scary.
But in the end, I think itās, Fans of Omaze really liked Oom, yeah, thatās all I heard. And some people on Twitter reached out. they said like, yeah, itās a good game. But we donāt have this uh, response with Playdate so much like with conventional games. Not many people,
you know, streaming Playdate games or reviewing Playdate games. Thatās why I, look at this small group of people that played the game
and thatās how I made up my mind that, yeah, people liked the game, but whatās the reality is Iām, Iām not sure.
JP Riebling: yeah, No, itās, itās exciting to be a part of a, like a small and growing community you might not get a bunch of streamers playing it or like, making big waves, I guess. But I like the, the close-knit community that is slowly building up and, everybodyās making amazing stuff.
Like everybody in the Playdate Squad Discord server is making things that I wanna play now I love it.
Gregory Kogos: but I think with your game you, have much more direct feedback because you have scores,
leaderboards. So you can actually see how are people doing.
Mario Carballo: Itās crazy to me that people broke the barrier of like three-digit scores and now there are some people doing 300 lines, and I just canāt,
Gregory Kogos: so people are playing your game better than you?
Mario Carballo: Yeah,
definitely. That
JP Riebling: for sure.
Undoubtedly.
Gregory Kogos: Wow.
Christa Mrgan: And given Playdateās tight-knit community, I wondered how much feedback they got, not just after the game was released, but also during development itself.
Mario Carballo: With Pullfrog we had like a dev log that we posted, but that felt not so much as a conversation or like a feedback, it was just like us sending things and we donāt have any analytics or anything, so we dunno how many people actually read those.
We had two stages of development, one was like before Catalog and before the Playdate was with a lot of people. So now that thereās more people uh, with the and more people doing things for Playdate. We had more like an opportunity to talk to other developers, but at that point we didnāt have a lot of issues that we wanted solve. like there wasnāt a lot to talk about because we werelike finishing stuff and publishing stuff. But with the new game, definitely weāre trying to be more inside of the community of developers as well, inside of uh, just to, yeah, share what we have done and to feedback as well.
JP Riebling: It also comes back a little bit to what we were talking about before in terms of play testing. So Mario and I being like a duo of developers, thereās a lot of stuff that we get to bounce off each other. So for the development of Pullfrog, a lot of it was just us coming up with the ideas and giving each other feedback. And it wasnāt until the very end of development that we started like, reaching out to some people and mostly post-release. We got a lot of feedback and a lot of bugs. It helped us a lot to get some debug, well, some bug reports so that we could fix um, things that
were kind of, if either, but yeah, we are hoping to be more open this time around.
Gregory Kogos: Yeah. Speaking of developer stuff after release I also released my tool that I made
for uh, Oom. It is audio tool. And it ended up being a sequencer but frame based sequencer, because Oomās Rhythm is not time-based, but frame based. So every eight frames happens,
JP Riebling: Mm-hmm
Gregory Kogos: and everything is generated with the internal synthesizers and sometimes four tracks are playing. And for that I build the. external tool where I basically can hear how the
synthesizers work in four tracks and it ended up being a sequencer. So if you want to try it out, itās free. Itās on a dev forum, it is called sec, SEQ. And Iām hoping I will work a little bit more on that. And Iām hoping it might be an actual music thingy that people might use for their music compositions.
JP Riebling: Well, thatās amazing. Obviously it seems very intricate, like the the rhythm, and, the music aspect of, like entwined with the gameplay. Was that also like into the game from the very beginning, or did you have any like difficulties or like hurdles developing that?
Gregory Kogos: Yeah, this is something that I out on the Skeeper my alt control game. I figured out How I want the rhythm to workand I, no, this time I didnāt have any, any problems with the actual rhythm.
I just knew that I wanted to make it a frame based, not the time based, because itās more accurate. But for that, you have to have your game running
consistent, 30 frames per second
JP Riebling: Mm-hmm.
Christa Mrgan: This seemed like a good time to ask JP about the music he created for Pullfrog.
JP Riebling: So Iām not a musician or anything of the sort. I have like some basic musical education from when I was young and I played a little bit of piano and I was maybe in a band. And then now that Iām saying it it sounds like I have a lot of musical experience. .But , I dunno. It feels like
thatās not like where my Thing is Iām more of an art person. So like the music, it all also like comes back to the PICO-8 version. PICO eight has a little sequencer, like a tracker way to
make music and you can do some basics like sine wave, instruments.
So I composed the the theme for Pullfrog and that version. And for this version I wanted to maybe
like an updated version that sounded a little bit better. So I started getting into different tools. I used like GarageBand, like very basic stuff. I tried to make like an enhanced version of the theme for Pullfrog. as I started I made that very straight up in, in Garage Band. For the sound effects and all the other music in the game I bought a little device called the Dirty Wave Mate
Christa Mrgan: Oh, hereās some play date music trivia: Lucas Pope also used the M8 to create the music for Mars After Midnight.
JP Riebling: itās a tracker style portable music tool and itās so elegant and beautiful as a piece of industrial design and as a music creation tool is amazing. I never used anything like it. Itās based on the LS dj software, uh, which is like a game boy cartridge that people use to make beautiful and awesome chip tune music. This is like an enhanced version of that and it plays like a game boy. It only has like the, the four d-pad keys and an A B equivalent and a start and select and a screen. And I made everything else using that and I really enjoyed it. I learned how to use it from scratch. It, itās a different way of thinking 'cause it doesnāt work like a usual like audio tool where you maybe connect like a MIDI input and maybe compose your tracks and arrange them around. This works like on a, timed basis. So, you have to program in your music and, program in your instruments, and itās very fun to use and I love making the sound effects for Pullfrog, using that and some of the alternate tunes for the game. Iām not being a huge audio person. I donāt know a lot of terms, and I donāt know a lot of like technical stuff, but it worked out and itās in the game, so Iām very happy how everything came out in the end.
Christa Mrgan: Lucas said it was like composing music using a spreadsheet, but in a good way.
JP Riebling: Thatās exactly what itās like. Yeah.
Gregory Kogos: I have, not a question, but like a comment. Maybe you can expand on that. Itās about how your
death in the Pullfrog works. It is actually very satisfying because after you die, you get
some kind of phrase like uh, cookie, maybe you unlock new character, maybe you had a
good run and youāre, you beat your leaderboard. So lots of good stuff happening when you die in your game, do you have to say something to that?
Mario Carballo: I think one is that the game is hard. And Itās harder for some people. So giving of these things is make it easier, but to make it easier to not feel bad about, about dying, you know? so I think one of the messages was like " make sure not to be dying just to read these messages"
or something like that. yeah, itās one of the, of the fun parts of the game had since the, since the PICO-8 version. And it was just one of those things that we want to make it , nicer for people youāre gonna be frustrated because you lose you know, like you got killed uh, in some way. that doesnāt feel great all of the time. And this is a way to, make it feel a little bit better. We also we have a sense of humor, uh, the two of us, and like between ourselves, we do a lot of jokes internally, and it was just so funny to think about like these things that were there just for comedic effect. And I think we do that a lot. like something that would be fun for us and we try to put them in places and the messages was a nice place to put it. And a lot of people have, commented on them like, oh, I really enjoyed this message that showed up. Especially I think the favorite of everyone is uh, dessert recipe that is there. but yeah. thatās the main thing, like how to make it easier when you lose to feel Better or not feel so bad about it.
Gregory Kogos: Thatās great Touch. When we launched our games, we launched at the same day. It definitely felt for me, like a season week for sure, because our games while very different, mine is very crank centric. Your is like, using only d-pad and your is uh, Score chaser. Mine is quite linear and it has an end. and thatās it. Still, we have lots of similarities. speaking of similarities, in your game, basically you have different charactersto play y the game differently. In my game, itās like you have pickups that changes The, mechanics of your character, but. even with the general art, we have a thing for the eyes. Did you notice it?
JP Riebling: Yes.
Gregory Kogos: Like in in my game, eye is the main character and the the bad guy. And you collect the ice. the eyes are appearing when you are unlocking the new character. And even on your logo, there is an eye.
whatās up with The eyes
JP Riebling: I
I have a proclivity to add eyes in my aesthetic to most of the things I draw, I think is like the very basic answer. Um. The, the logo of Amano is, because when we were coming up with the idea of the studio or like coming up with names and then like, a, a look for it, at the time we were mid pandemic, very obsessed with making handmade tortillas. and the, the actual logo of the hand is a hand with a, the little white thing is supposed to be a tortilla, but it didnāt really read that well. Thatās why thereās a little fire below the hand because itās like the fire of cooking the tortilla. But we added an a little eye. Then we turned the tortilla into an eye kind of make it, more visually impactful and 'cause I tend to do that with a lot of the things I do in my artwork. But yeah, in the games we make, youāll tend to see eye-themed situations. Our upcoming game has a little bit of that. Actually, a theme of the game is not even eyeballs, but it just has a lot of that inside.
I donāt have a very philosophical reason as to why that is, but I, I, enjoy it.
I enjoy it. I Things that have become sentient in a way, right? Like when you add eyes to something, it becomes no longer an object. It becomes a person, a character maybe. So I think thatās maybe why I enjoy adding eyes to things.
Gregory Kogos: My games are very geometric and it is the easiest way to add the character. Just to make it an eye. and there is also this about the evil old looking, like everything, looking eyes, something like that. And it worked well with the
I, I, Iām glad we cleared that up.
JP Riebling: I really like in Oom, how the character starts out with two eyes. so he looks a little derpy and cute, and as he starts getting more eyes, it starts becoming more Eldritch-like, and like, maybe not unhuman because itās never a human, but it loses a little bit of that cuteness and
starts becoming more dangerous or more fierce.
Gregory Kogos: Yeah.
JP Riebling: pretty great.
Mario Carballo: yeah, like one of the great things with launching amongst Oom I remember when Panic uh, pitched us the idea and we were like, yeah, that sounds perfect. Um, just felt like best companion because the games were so different, as you said but once they were launched, I think it appealed to those two parts of the, of the fun ways of the Playdate, right? Like people who wanted one. game and people who wanted the other one. and it just felt like a great party to launch uh, the games at the same time, we were really happy about it.
JP Riebling: And a stronger launch altogether. like when we were approached with the idea, weāre like, yeah, this is way better than just launching our game. separate.
Like just itās out there. Yeah. That was a great launch.
Christa Mrgan: It was a great launch, and now a year later, both Oom and Pullfrog are on sale for a limited time, so be sure to pick them both up, if you havenāt already-- and enjoy two very different types of action-y, puzzle-y games.
Iām so glad I got to chat with these guys.
JP Riebling: This was super fun. you Christa and thank you Gregory and thank you Mario for your time
Mario Carballo: Thank you. all uh, I had a really great time.
Yeah, thank you guys. It was really interesting chatting with I cleared lots of questions for myself.
Gregory Kogos: Iām gonna go unlock the fifth character, maybe sixth?
Christa Mrgan: Thatās the spirit! Thanks so much for listening, and stay tuned for an all-new season of the Playdate Podcast, will launch alongside Playdate Season Two. See you next time!
Mario Carballo: Bye-bye. Bye bye.
Christa Mrgan: The Playdate Podcast was written, produced and edited by me, Christa Mrgan. Cabel Sasser and Simon Panrucker composed the theme song. 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, Kaleigh Stegman for handling social media, and Neven Mrgan, who created the podcast artwork and site design.
and thanks as always to everyone at Panic.
Christa Mrgan: Learn more about the creators of Oom and Pullfrog via the links in the show notes. And of course, find out everything you need to know about Playdate, including how to buy one for your very own, at play.date.
Mario Carballo: When you were talking in this episode about describing it, I actually was gonna say, āitās Metroidvania!ā
Gregory Kogos: Okay. Iām glad I tricked you thinking that it is Metroidvania, because it is absolutely not.