What has been your experience working on Groovity?
Design Department
Our experience designing Groovity has been rewarding because it has been full of complex challenges that we have overcome as a team, and slightly bittersweet because of all the ideas that were discarded and several elements that remain unpolished.
Art Department
Our experience on the project has been challenging. Week after week, we faced new challenges, often without knowing how to solve them, but with boundless motivation and determination. It is undoubtedly an experience that we will remember fondly.
Programming Department
Challenging and a lot of fun. We've had to learn how to use different tools and solve many challenges in a very short time, so we're also grateful that we've had a great, passionate, and talented team with us every step of the way.
Production Department
A rewarding challenge and something we'll remember forever. Helping the team make their vision for the game a reality, seeing how it took shape and how, over these months, we all worked together to create a demo we are proud of.
Marketing Department
Working at Groovity has been a creative roller coaster. From day one, we knew we weren't just making another game; we were creating something with soul, rhythm, and personality. The best part has been seeing the game evolve little by little: the first GIFs, the prototypes with rhythm, the real reactions of the testers with each substantial advance. It has been a constant source of pride and excitement to be part of the project.

What do you expect from Groovity in terms of audience response?
Design Department
From Design, we hope that the public will find it a fun and exciting game, where the time spent by the player is worthwhile.
Art Department
Without a doubt, the best feeling we can get is seeing people having fun. Hopefully, it will be so much fun that it's addictive, creating a unique experience where, as you play, you can feel all the effort and love we've put into it.
Programming Department
We hope they have fun, are motivated to play the whole game, and recommend it to others (and that they don't break the game).
Production Department
We hope they have a good time and enjoy themselves. We believe we have made a game that is worth playing and that, throughout the levels, it richly explores the possibilities offered by playing with gravity.
Marketing Department
We hope that people feel that Groovity is something special and that they enjoy it as much as we enjoyed creating it. We want it to hook them from the first jump and make them feel something different

