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Aaron Neugebauer, Founder of Snickerdoodle Games — Interview Series



Well, if you happened to be on the market for a highly addictive puzzle game with a quirky edge, then we might just have the thing for you. That’s right, developer Snickerdoodle Games has just released its debut indie, Squiggle Drop—a Line Rider-type drawing game that just so happens to tout hundreds of creative levels, as well as an entire cabinet of “spine-tingling” buildings and features.

To touch base on the latest puzzle entrée, we caught up with Snickerdoodle Games’ founder, Aaron Neugebauer, who was able to provide us with a deeper insight into how the game works, and what potential fans can look forward to over the coming months.

Tell us a bit about Snickerdoodle Games. How did it all start for you, and what brought you to the world of gaming?

Aaron: My earliest memory of gaming is me and my brother going over to our neighbor’s house to play the original Zelda on their NES. When I got to college, I started making my own (mostly terrible) games with Flash, which eventually led to my first game development job (with BulletProof Arcade and later SideQuest Games).

I left the industry for a while, for something a little more stable. But I got the itch again a few years ago and started developing in my spare time and founded my own company. The success of Squiggle Drop allowed my wife Radha and I to go full time with game development.

Let’s talk about your first game, Squiggle Drop. What inspired you to create this sort of game, and what can newcomers expect to find?

Aaron: Squiggle Drop is a game about drawing shapes to solve physics puzzles. Each level has a different objective and obstacles and requires lots of different problem-solving skills.

I’ve always liked using drawing in games – it’s a very tactile and satisfying input method. I also love puzzle games – particularly ones that allow players some room to be creative and find their own solutions (such as Crayon Physics Deluxe and Fantastic Contraption).

My original idea for the game was to draw shapes that wouldsquish bugs scattered around the level. This didn’t really excite me too much, so I put the idea on hold for a while. Then after playing Green by Barte Bonte, I realized I should give each level a different objective and setting, more like a series of mini-games. After this change, the game really came together quickly.

We’ve also noticed that you’re working on a new game — JankyBot? Tell us a bit about that.

Aaron: JankyBot is another physics puzzler, but in this one you are constructing robots. You assemble robots out of different types of blocks (such as wheels, rockets, pistons, etc.) to achieve the level’s objective. Completing levels allows you to explore more of the spaceship you are on and unlock more of the story.

With this game, we wanted to give players of Squiggle Drop a familiar challenge but allow them more room for creativity and unique solutions. The players can solve puzzles in any number of ways and may even be surprised by their own creations.

You guys clearly have a soft spot for cozy puzzlers. Tell us, what is it about this genre that makes you want to explore it?

Aaron: I like the way this genre naturally lends itself to collaboration between players. We saw and heard about many instances of families or groups of friends trading off turns or discussing solutions with Squiggle Drop. I’d love to encourage more of this non-violent cooperative gameplay – it feels like we’ve only scratched the surface of what’s possible.

Apologies for jumping the gun here, but do you have any other projects in the works? If so, could you kindly tell us about it/them?

Aaron: Lots of ideas in the works, but we are currently prototyping one other game, a physics puzzler (surprise surprise) in which you are constructing or fixing up buildings and structures around a farm. It’s still early days on that project, so that’s all the details I can give you right now.

Aside from following your social media, are there any other ways for potential fans to support your active and future projects?

Aaron: Look out for Squiggle Drop on Switch and Steam – we should have a release date soon. You can also join our Discord Server or buy some merch.

Any final words for our readers?

Aaron: Thanks for reading, and feel free to contact us on social media. Stay Squiggly!

Thanks for your time!

If you’re interested in staying up to date with Snickerdoodle Games’ latest endeavors, then be sure to check in with the team over on their official social handle here. Alternatively, you can visit their website for additional information here.

Jord is acting Team Leader at If he isn't blabbering on in his daily listicles, then he's probably out writing fantasy novels or scraping Game Pass of all its slept on indies.