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The Firing Line: 5 questions for Greenfly Studios on Drop That Candy

What is that cat thing?

The Firing Line: 5 questions for Greenfly Studios on Drop That Candy
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iOS
| Drop That Candy

Drop That Candy isn't what you might expect at first glance.

It's a clever little mixture of match-three puzzling and physics-puzzling, with a gorgeous cartoon art style and a cheeky sense of fun.

It's been developed by Greenfly Studios, a team full of diverse CVs and a sackful of industry experience. All of this is evident in every solid tap and fresh idea in Drop That Candy.

We caught up with Greenfly Studios technical director Stephen Morris to find out exactly what gamers can expect from Drop That Candy, and what sets it apart from other candy-based games on the App Store.

Pocket Gamer: First up, could you tell us a bit about Drop That Candy itself?

Stephen Morris: Drop That Candy is a fun 2D physics-puzzler in which you follow Gizmo, our candy-loving creature, on his big city adventure. You have to tap, match, and eat your way through 60 delicious and engaging puzzles.

The game is spread over three worlds, each with its own set of tricky hazards. The aim is to match coloured sweets in the fewest number of moves possible.

Players can expect several significant updates throughout the year, the first of which will be the upcoming Halloween pack.

What sets Drop That Candy apart from other puzzle games on the App Store?

While there are many physics-based puzzlers on iOS, Drop That Candy is a potent cocktail of physics and colour-matching mechanics. We've created a different and interesting game here.

We designed the puzzles to gently introduce players to this new mechanic. But we've also included gravity-changing sweets, sticky toffee, and even exploding gobstoppers to increase the challenge.

There's a mixture of puzzling styles in Drop That Candy. What type(s) of games influenced you while making the game?

We like puzzle games here at Greenfly Studios, particularly physics-based ones.

We have a history of making experimental games, so we were keen to explore how well we could integrate the matching mechanic into a physics-based world.

How did the game's cartoony visual style come about?

As a company, we traditionally like to work with bright and vibrant colours, so a game about colourful sweets seemed like a great use of our expertise.

We were also quite inspired by Pixar's and DreamWorks's animated cartoons, in particular the foraging creatures in the film Over the Hedge.

Lastly, what's the best tip you can give players before they start dropping candy?

Take the time to look at the puzzle and experiment with all the mechanics. The challenge is in obtaining the maximum number of stars.

You can then use these stars to unlock new worlds and even more sugary delights.

Harry Slater
Harry Slater
Harry used to be really good at Snake on the Nokia 5110. Apparently though, digital snake wrangling isn't a proper job, so now he writes words about games instead.