[In this latest "Road to the IGF" interview with 2011 IGF finalists, Gamasutra speaks with SpikySnail Games about physics-based "stunt-em-up" Confetti Carnival]. SpikySnail Games is an independent game development studio based in Israel, consisting of programmer Niv Fisher and designer Sagi Koren. The duo's first title, Confetti Carnival, has already received much attention, including a nomination for the Technical Excellence award at this year's Independent Games Festival. Gamasutra spoke with the developers about their individual backgrounds in game development, how the concept for Confetti Carnival came about, and what we can expect from the finished product. What is your background in making games? Niv: I started to take an interest in programming when I was about 14. My main passion was graphics and interactivity. My first programming job was for a game development company (of the very few that were in Israel at the time) but that company didn’t last very long and the project we were working on was never released. I did a lot of ‘video game development’ for surgical training - what people now call ‘serious games’. It’s a very challenging field, technically, and utilizes much of the same tech video games do, but it can get very constraining creatively. Sagi: Niv took the programming path at the age of 14 - I took graphics and animation. I remember working on 3D Studio since its first version. Back then, it was the very beginning of 3D graphics and I remember sitting at home, having fun orbiting around a 3D box and giving it different materials. Doesn’t sound much today, but in 1990, it was quite a thrill. What development tools did you use for Confetti Carnival? Niv: Mainly, Visual Studio 2008. For our internal tools I used OpenCV a bit to support our (kind of unique) image-based level creation tools. Sagi: Softimage, Photoshop and AfterFX. How did you come up with the concept? Niv: Basically it was all due to iteration; we had a very long phase of experimentation. We only constrained ourselves to what we were good at (technically) and what we were able to achieve in terms of production. Other than that, the game started out as kind of a clever ‘match-3’ game with elastic blobs, and slowly but surely progressed to what it is today. I think the most important thing was to keep an open mind for a long period of time and be flexible enough to change the design. Sagi: From the very beginning we came up with a few guidelines that we kept in the back of our heads as the game design progressed: 1. A completely original gameplay experience (not another match-3 / racing / shooting game); 2. The game should be fun to play but also fun to watch others play; 3. Totally satisfying whether you are a beginner or a hard-core gamer. Are there any elements of the gameplay that were added later on when you realised they complimented the main concept well? Niv: Oh sure, there’s one stunt we recently added - we call it “The Hammer”. You slam your Splatter (blob) in the opposite direction you need to and then need to quickly ‘Flip’ the motion so it flies back to where it came from and creates a massive liquid explosion. We like it so much because you need to be more accurate than usual to pull it off, but it’s so satisfying when done well. Sagi: I think one of the great things about being independent (not that we know any other way of developing games) is that you can do whatever you want. So there was no point in time we said, let’s stop adding new stuff in - if it make sense for the game, it’s in! Were there any ideas that you experimented with but later removed? Niv: Absolutely, we tried so many different things and not all of them worked out the way we planned. We had a list of ‘Super Splatters’ (basically power-ups) that we wanted to include but we couldn’t find a way of working them into the game without breaking the balance in unexpected ways. How long have you worked on the game for? Niv: It’s been a little over 2 years since we started. What are the next steps in the development of Confetti Carnival? Niv: Well, we’re tweaking and polishing the level structure and the difficulty curve. Despite its ‘casual’ appearance there’s a lot of skill players can develop in the game, and we want to make sure they can get it all. There’s a point in the game where you have enough skill and you realize you can play faster and more action-like, and then it gets very interesting all over again. But since players pick up skill at their own pace we need to figure out how to do that without making it too difficult to some. Have you played any of the other IGF finalists? Any games you particularly enjoyed? Niv: I only played Super Crate Box, and loved it. Bastion looks absolutely amazing, I can’t wait to see it in action. Nidhogg seems like a lot of fun! Sagi: I plan to play all of them one by one on the GDC floor. What do you think of the current state of the indie scene? Niv: I’m just happy to see it grow and hope it keeps doing so, gaining more recognition so that spirit never goes away. We’re seeing quality, thought-out work getting out there and I’d like to see even more. But overall it’s just fantastic - diverse and bursting with creativity. That’s what inspired me to go back to game development, a childhood dream I almost gave up on. [Previous 2011 'Road To The IGF' interviews have covered Markus Persson's Minecraft, The Copenhagen Game Collective's B.U.T.T.O.N., Alexander Bruce's Hazard: The Journey of Life, Nicolai Troshinsky's Loop Raccord, Chris Hecker's Spy Party, Frictional Games' Amnesia, Monobanda's Bohm and Gaijin Games' BIT.TRIP.RUNNER.]
Road To The IGF: Confetti Carnival's SpikySnail Games
Feb. 4, 2011

Tags:
2011
Subscribe to our newsletter
About JikGuard.com
JikGuard.com, a high-tech security service provider focusing on game protection and anti-cheat, is committed to helping game companies solve the problem of cheats and hacks, and providing deeply integrated encryption protection solutions for games.
Top

This Motorola foldable is on sale for $100 off - here's why I recommend it over most slab phones
Aug. 9, 2025

The best Linux distros for beginners in 2025 make switching from MacOS or Windows so easy
Aug. 9, 2025

I answered the million-dollar question about buying laptops - here's the ultimate guide
Aug. 9, 2025

3 portable power stations I travel everywhere with (and how they differ)
Aug. 9, 2025

I tried Lenovo's new rollable ThinkBook and can't go back to regular-sized screens
Aug. 9, 2025
Recent

This Motorola foldable is on sale for $100 off - here's why I recommend it over most slab phones
Aug. 9, 2025

The best Linux distros for beginners in 2025 make switching from MacOS or Windows so easy
Aug. 9, 2025

I answered the million-dollar question about buying laptops - here's the ultimate guide
Aug. 9, 2025

3 portable power stations I travel everywhere with (and how they differ)
Aug. 9, 2025

I tried Lenovo's new rollable ThinkBook and can't go back to regular-sized screens
Aug. 9, 2025

5 iOS 26 features that made updating my iPhone worthwhile (and how to try them)
Aug. 9, 2025

Healthcare cybersecurity failures put patient safety at risk, Modat warns
Aug. 9, 2025

France telecom exposes millions of customer records
Aug. 9, 2025

GPT-5 launch sparks backlash as OpenAI removes ChatGPT model choice
Aug. 9, 2025

Patch Notes #17: Raven workers secure union contract, VGHF acquires Computer Entertainer, and Ziff Davis makes layoffs after bumper quarter
Aug. 8, 2025
Blog

Unreal Engine Game Protection Solution
Aug. 8, 2025

How games detect speed-hack cheats
Aug. 6, 2025

JikGuard game protection supports Google Play's 16 KB page-size compatibility requirement
Aug. 1, 2025

JikGuard game protection supports Steam Deck
July 30, 2025

Security Risk Analysis for Racing Games
July 28, 2025

Are there hacks that increase gacha pull rates?
July 24, 2025

VMOS Open-Source: New Threat to Game Security
July 18, 2025

How Games Detect Black and Gray Studio
July 15, 2025

How Games Detect iOS Jailbreaks
July 11, 2025

FPS Game Anti-Cheat Solution
July 9, 2025
Random

This $200 Android phone beats competing Motorola and Samsung models in a unique way
Aug. 8, 2025

Have stock questions? Google Finance tests new AI chatbot
Aug. 8, 2025

I took 500 photos with the two best Android camera phones - here's the clear winner
Aug. 8, 2025

This free GPT-5 feature is flying under the radar - but it's a game changer for me
Aug. 8, 2025

This digital graffiti project is making the internet fun again, pixel by pixel - see for yourself
Aug. 8, 2025

Can GPT-5 fix Apple Intelligence? We're about to find out
Aug. 8, 2025

OpenAI's GPT-5 is now free for all: How to access and everything else we know
Aug. 8, 2025

Take-Two boss says GTA VI will be priced to deliver 'more value than what we charge'
Aug. 8, 2025

How Google's Genie 3 could change AI video - and let you build your own interactive worlds
Aug. 8, 2025

My biggest regret after updating my iPhone to iOS 26 (and how to fix it)
Aug. 8, 2025
Most Views

How Games Detect GameGuardian
March 17, 2025

Explanation of Game Anti-Cheat Solutions
March 17, 2025

Cheat Engine Modifier Detection Solutions
March 18, 2025

Explanation of Unity Engine Encryption Solutions
March 17, 2025

How to Anti Hack in Client-Side Games
May 21, 2025

Cocos Engine Encryption Solution
April 8, 2025

How Games Anti-Debugging
April 15, 2025

Cloud Phone Detection Solution for Gaming
May 21, 2025

How Games Detect Frida
March 25, 2025

How Games Detect PlayCover
March 26, 2025