Good Game Get! Interview
… in which we ask a game developer three specific questions based off our site name!
GGG! Interview #003 Simon of HandCircus
HandCircus single, multi-tappedly, and tiltedly solidified for me that the iPhone was indeed a viable gaming platform. Their freshman debut with Rolando and the even more magical Rolando 2 proved early in the life of the App Store that quality and lovingly crafted games could come to the iPhone.
Simon of HandCircus was kind enough to answer our three questions, and his answers are a magnificent look into exactly what drives HandCircus creatively and the importance of a smile whilst playing a game.
- Kyle


Of course there are many things, but there are three that make me LOVE a game:
Wonder - the ability for a game to transport you to another place, an intriguing, inspiring environment for you to explore, dive into and lose yourself in.
Tactile - a good game should FEEL amazing, should be designed to feel immensely satisfying to perform even the most basic action. The core mechanic should be tuned until it is super-tight and should be as satisfying as bubble wrap or a pump action shotgun.
Behaviour - whether its AI, Physics or good, old-fashioned hoodwinkery, many good games make the player feel like there is complex, interesting stuff going on all around them all the time. The brain likes to be bamboozled - so a good game should provide some bamboozling.

I don’t have a choice! There is nothing that I find more interesting, more challenging, and with more creative opportunity than game development. I could try another job, but I doubt that my brain would let me leave.

If its not asking too much, some joy. There are an abundance of games these days that offer face-punching and huge explosions, and we hope that we can provide something a little different. If players have fun with our games, and if they have the occasional smile while playing, we will be happy games developers.





