![]() Sokpop are four friends living in Utrecht, the fourth-largest city in The Netherlands and a game development hotspot thanks to a very popular university course. ![]() And no, that's not a big spider on Aran Koning's wardrobe - I did ask. "It's a simple trick Sokpop doesn't want you to know." That's them. So it sounds like we make a new game every two weeks, but there's a trick." Essentially, you have two months to make a game, and then we can offset the difference. "For example," Koning goes on, "Pocket Watch was made entirely by Ruben ," who, on cue, smiles, "so we don't really work together on the games. They're all smiling like I've missed something obvious, and probably I have. "The secret is that we all make the games individually." "Do you know the secret?" he asks me, and no, Aran, I never do. This is Aran Koning talking, probably the most talkative of the bunch. "There's a secret." I decided to go to the source itself and get all of Sokpop on a video call. They're all bright, they're all colourful, they're all cheap (usually £3 each), and if they're half as good as Pocket Watch, probably well worth playing.īut how does Sokpop do it? How do you turn around a game like Pocket Watch in what appears to be two weeks? More to the point, why aren't more people doing it? And this isn't some bold new idea Sokpop is intending to stick to: it has been doing it for three years already. Pocket Watch was made by a group called Sokpop, a young, trendy group turning out two new games a month. And, hang on, it can't be - it was made in two weeks?! ![]() ![]() It's super-cute, super-colourful, and actually, when you get into it, surprisingly deep and complex. It's a game about being a duck on a tropical island and being trapped in a Groundhog Day-like, time-looping situation. Recently, I played a game called Pocket Watch. ![]()
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