We had made a plan - Goldilocks and the 3000 bears, Cascade and Amazing Frog? originally we were planning to make them as iOS games, it was all we believed we could achieve and its what we knew.
by 2011 Fayju was a fully independent games company, just the two of us and still is today. Our first frog was laughable at best, but there was always something there….
I bought a Mac, an IPhone and a Unity licence, set up Fayju (my nickname at home) as a company and we built our first rag doll frog, followed by a series of iPhone games. He brought my attention to Unity, iPhones and the AppStore and finally I saw a realistic opportunity to take control of my destiny. After 10 years of a strange mixture of rapidly made marketing games and digital Art Installations, I met Hal in 2009 while teaching. I had always wanted to make my own games. To give a clearer picture of our situation, let me give you a brief history of Fayju. While that is sad, its not the future we signed up for. Unfortunately, 2 years down the line, it didn't work out like that for them. That the hardware would get more powerful quickly and that the user base would expand. When we started we only expected 2 things from OUYA. The hardware was underpowered even in 2013 and it hasn't changed since. It had always been a struggle to build the game we wanted on OUYA. We worked solidly on the OUYA version of Amazing Frog? until Summer 2014 and made a series of substantial updates on the platform shaping it to the current UFO, OUYA Everywhere version. We put Amazing Frog? on OUYA, unnoticed, March 2013 when it was just a development console. This is our vision and there is no quick route to achieve this.
To make a "GTA" Style, online multiplayer, rag doll frog, physics sandbox version of Swindon. From the beginning, Hal and I have had a shared vision for Amazing Frog?