Go! Go! PogoGirlis an upcoming 2D platformer that harkens back to Dreamcast classics likeSonic Adventurein many ways. In fact, its demo was originally posted on the Sonic Amateur Games Expo forum in 2021. A lot of the games on that forum are incredibly diverse in terms of design, but they all tend to have one thing in common: They care about how players get around.

Andrej Preradovic,PogoGirl’ssole creator, is a developer who knows about movement. Since his childhood, he said he has repeatedly been told he’s “gotta go fast” throughout the variousSonic the Hedgehoggames that influencedGo! Go! PogoGirl.In an interview with Game Rant, Preradovic discussed how he learned from these classic platformers when crafting the movemement ofGo! Go!PogoGirl.

Bubsy The Bobcat 2017

RELATED:Sonic the Hedgehog’s Official New Green Hill Zone Lyrics Explained

According to Preradovic, one of the things that really captured his imagination about theoriginalSonicgameswas that “the gameplay was just so fluid, dynamic, action-packed and unique,” making it stand out above others he found influential likeCastle of Illusion.

“It was chaotic, sure, but it fit together so well. It was a perfect synthesis of the scrolling gameplay and the super fast graphics that wormed its way into my mind and has influenced everything I’ve made since.”

pogogirl underwater bounce

Back when it released, no game really played with the same pace asSonic.Even classic titles likeSuper Mario Bros., which were fairly well-paced, had nothing on the speed of Sonic.This high-speed character movement does not always benefit games that feature it, however. Preradovic usedBubsy in: Claws Encounters of the Furred Kindto illustrate why just going fast can’t be enough.

The core problem that platformer developers need to avoid, according to Preradovic, is that “if the movement sucks, so will the game.” Preradovic’s core design philosophy when building hisindie gamesis that “player movement is basically the bread-and-butter of platformers.“Bubsy’s jumping mechanics do not quite cohere to the rest of the game as smoothly, by contrast. “It’s gotSonic’s speed, but nowhere near as good level design. So, you just run to an obstacle and you’re dead,” he said.

pogogirl mid bounce

RELATED:Sega Genesis Switch Online Has Big Sonic Omission

How 3D Sonic Games Influenced Go! Go! PogoGirl

While some more recent entries likeSonic Maniawent back to the 2D formula, theSonicseries has spent a lot of time experimenting with different ideas to varied results. One of these was 2008’sSonic Unleashed. A large portion of the game is spent withSonictransformed into a hulking “were-hog” figure that ran through slow, combat-heavy sections set at night. Preradovic said the failure of these moments heavily influencedGo! Go! PogoGirl.

“The were-hog thing, aside from just being a bit weird, was pretty much a slog gameplay-wise. The daytime stages, the music, and the general flow of regular Sonic gameplay, however, was pretty much perfect. So while I get why some people didn’t like it, I thought it had its moments.”

That’s why forGo! Go! PogoGirl,the aim was to “to sit down and properly match the game’s level design to its speed.” Like a lot ofgreat indie platformers, its gameplay revolves around one core mechanic; in this case, bouncing. The eponymous pogo stick is there from the very beginning, and ensures there is no static moment like the belabored were-hog sections ofSonic Unleashed.

The Spring in Go! Go! PogoGirl’s Step

As one might expect from a designer who cares so much about how characters move, it’s a core concern inGo! Go! Pogogirland the other titles developed by Ohsat Games. Like many indie platformers (includingSuper Meat BoyandCeleste),PogoGirlencourages a constant forward momentum from the player, balanced with a little bit exploration.

One unexpected consequence of this constant bouncing was that it removed a common platformer mechanic fromGo! Go! PogoGirl. “Most games have left/right movement and a jump. If, like inPogoGirl, you’re always bouncing, part of that is done for you,” Preradovic said. Whileplatformers likeSuper Meat Boygive players full control of jumps, that’s not possible in this title. So, Preradovic added the exploration elements to ensure that however fast players can go in the game, they’re never bored.

This addition almost certainly led toPogoGirl’s popularity. On the Sonic Amateur Games Expo forums, the game has had several thousand views, with fully positive ratings and a fair few excited fans commenting on how polished the demo feels. It looks like it may capture a lot of the joy ofclassicSonicgames, with a fair few fun tricks of its own.

Go! Go! PogoGirlis currently in development for PC.

MORE:2D Platformer A Sister’s Journey Aims to Be A Challenging Yet Approachable Game