Have you ever wanted to launch your very own rocket? A few years ago you would have been considered crazy! …now, not so much… SpaceX… Elon Musk…

Today we would like to share with you our interview with the developer of an extra popular game that has quite literally rocketed its way up to the top of the board! This is our interview with the Part Time Monkey team – the developers of Space Frontier!

Before we start we’d like to thank the team for participating in our interview and for answering our geeky questions! Thanks, guys!

…and without further ado, our interview begins…


Ok first up, why did you decide to make Space Frontier?

This was actually a long “process” to get it all done. Last year I got to know Antti Ilvessuo, founder of RedLynx, which was sold to Ubisoft years ago. I did a few gigs for Ubisoft and Antti became a friend of mine. Then at the end of last year, Ubisoft acquired Ketchapp, so Antti had a direct connection to those guys. Antti had an idea of starting to make games “within Ubisoft/Ketchapp”, and through the previous gigs I had done, he asked if I would be the developer for all of it.

Antti came up with the original idea for the game, the control mechanics and the rocket idea. Then we started development and shaped and tweaked the design as we got further.

So, it was an opportunity to work with Ketchapp, who I’ve always looked up to, and I took it.


Can you tell us a little about how the super stylish visuals were made in Space Frontier?

Don’t know what to tell really. It’s just a result of an iterative process to make good looking stuff. 😃 I used a lot of references from other games which I thought might suit the atmosphere, went through Google images to study colors a bit etc.

What advice would you give a new player trying Space Frontier for the first time?

The best result from tapping comes when you tap as close to the end as possible, but it’s hard and will result in exploded rockets! Look out for the update which comes out soon, it’s awesome. 😉

What programming language and or software did you use when making Space Frontier?

I only use Unity for my games, it’s da bomb. I write everything in C# since Unity loves C# and vice versa.

Here is a difficult question. What was the hardest problem you needed to overcome when developing Space Frontier?

Well, fiddling with all the different required SDKs was new to me, so it required me to learn new stuff quite fast. On the game development side, getting the bits of the rocket’s rotation, scale and position just right was hard, since it involved quite a bit of math, and I suck at it.

Last question. Where do you get your inspiration or ideas from?

Usually, the ideas spring off from other games. Like my game Breakout Ninja came to be after playing Ketchapp’s Summer Sports. The control is a bit similar, so I prototyped my version and ended up with a Ninja game. Everything’s a rip-off, after all.

A few words to Space Frontier fans on Edamame Reviews.

Tomorrow I’m launching my other game Silly Walks!

Lastly a few words on how you feel about Edamame Reviews and our service.

Thanks for the interview. 😃

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