Seasons After Fall - Five Quick Questions
We talk to Swing Swing Submarine about the promising indie platformer.

We asked Swing Swing Submarine a handful of questions about its upcoming platformer, {Seasons After Fall}. Here's what the studio had to say:
Give us the elevator pitch for the game, what's it all about?
Seasons after Fall is a platformer. You play as a wild fox embarking on a perilous adventure, with mystical powers that allow you to manipulate the life of the forest by dynamically changing the seasons. A sense of melancholy is in the air - you have to discover why, and how to reunite the Four Guardians of Seasons to restore order in the Forest.
Tell us about the season changing mechanic?
Our initial idea was to create gameplay based around string theory, with multiple dimensions to visit and alter. Of course, that proved a little too complex and ambitious, so we decided to simplify the concept. That's why we chose to use Seasons.
It's quite simple: once the Four Guardians of Seasons grant you the power to change Seasons (one after another), you can summon Seasons whenever and wherever you want. These powers modify the environment and change the behaviours of living creatures.
When you're swimming, you can't jump. However, changing the season to Winter causes water to freeze - now you can just walk on the ice! There's a lot of room for experimentation, and understanding how you can interact with the environment (and its inhabitants) empowers you in your exploration of this strange world.

Can you describe the decisions that went into the basis for the eye-catching art style?
First, you should know that we love 2D games. For our previous games, we worked with Géraud Soulié to create concept art and character designs. We loved his work so much that we decided to build a game that could be tied as closely as possible to his art. In order to do that, we created custom tools inside Unity (the engine that we use), based on technologies used in other gorgeous 2D games that we love, such as {Rayman Legends} and {Broken Age}.
How far into development are you, and what's left to do?
The development of Seasons after Fall is coming to an end! Almost everything is in place: story, characters, levels, animation, gameplay elements, art, etc. We're now just ensuring that everything works together perfectly and adding the finishing touches. So, while we finish adding content, we are also fixing and polishing everything else. That is a very important phase for games like Seasons after Fall that contain many narrative elements. We're a pretty small team, we are quite busy right now, and we can't wait to see the world play Seasons when it's released later this year.

Which platforms can we expect to see the game on?
Right now, we are focusing on finishing the PC version of Seasons after Fall. Of course, the game would be a perfect fit for consoles, so anything's possible!
You can see the latest batch of screenshots for {Seasons After Fall} above, and below you can enjoy a teaser trailer that shows the game in action.