Our Blog

Meet the Team: Matt Hirschfelt, Community Manager!

May 7th, 2012

Moving from gavels to ban hammers, Matt is our featured team member of the week!

 

What did you do before coming to Blue Frog Gaming?
I had been working in law firms for over six years. I did a lot of tasks such as new case intake, initial file work-up, preparing documents and briefs for filing with the Court, and interfacing with clients to make sure we stayed up to date on their cases. But, my primary job during the last three years was brief writing. This included briefing cases at all levels of the Ohio Court System. In 2011 alone my briefing helped to obtain two positive opinions from the Ohio Supreme Court and numerous other positive opinions from various Ohio Appellate Courts. I’m pretty proud of that!

 

How did you first hear about Blue Frog Gaming and the job opening?
Surprisingly, from my mom. My dad had just retired and she was looking for some new work for him when she came across the job posting from Blue Frog Gaming. She sent it to me as a joke as her way of trying to tell me I spend too much time on the computer. Unfortunately, for her and my wife, I didn’t see it that way and applied for the position.

 

What is your position at Blue Frog Gaming and what does that position entail?
I am the Community Manager. My duties mainly include moderating the wikis, interacting with our users via our social media accounts and the forums (both Starfleet Commander and Stardrift Empires), and acting as a conduit for information and feedback between the player community and the development team. I also oversee support and assist in answering tickets if there is a backlog or issue that can not otherwise be resolved.

 

How was the transition from the legal field to Blue Frog Gaming and what is in your future?
I had about 6 years of experience maintaining communities as a personal business before coming in to Blue Frog Gaming. That experience helped make things easy and it has been a nice change of pace so far. As for my future, I’ve got one semester of law school left and I should take the bar exam next February. However, I have no plans to leave Blue Frog Gaming.

 

What comprises a typical day for you?
The only absolute about my day is that there will be a meeting at 11:50. Other than that, I generally start my day at home by checking all of the social media accounts, skimming the forums and anything that has appeared in Google Alerts, and reading through the backlogs in the Skype player chats that I watch.

Once I get to the office I’ll continue looping through those tasks, while also working on new blog entries, scheduling new sales, reaching out to sites that mention us, and trying to find ways to bring new people into the community. Of course, I also work to solve support requests and bug related issues if they arise.

And after the office closes and on weekends, I’ll generally continue to keep an eye on the forums, the social media accounts, Skype player chats, and my e-mail in case an emergency arises. My wife hates it, but I can essentially do my job from my phone if I have to.

 

What’s the biggest challenge you’ve been faced with at Blue Frog Gaming?
Keeping up with the community. I love our players and many of them have a lot to say. I want to make sure I’m hearing as much of what they have to say as possible and sometimes it’s hard to keep up with the incoming feedback.

 

Anything else you want to share?
Sure! A few other random facts about me include:

  • • I am a licensed minister in the State of Ohio and I have performed one marriage to date with another ceremony scheduled for August.
  • • I wore duct tape to my prom.
  • • And I love to catch up with all of our users on Skype (MattH_BFG), Twitter (@MattHirschfelt), and Facebook! Don’t be afraid to message me.

 

For the latest news and information from Blue Frog Gaming:
      

Meet the Team: Jesse Bruch, Game Designer!

April 30th, 2012

He may not be the “dirtiest player in the game,” and it’s questionable whether he is “stylin’ and profilin’,” but Jesse’s boisterous appearances at the ping pong table have earned him the title of “Ric Flair of Ping Pong.” We’ll let him explain.

Why are you known as the ‘Ric Flair of Ping Pong’?
Ric Flair is the single most decorated world champion in the history of wrestling. He is in a class of his own, steamrolling his opponents with a wave of masterful execution, leaving them begging by the wayside for mercy. Winning is all that he knows how to do and he does it with impeccable style and magnificent grace. I’m pretty sure this is the comparison that most people draw with my Ping Pong skills. That, or I happen to yell “Wooo!” at the top of my lungs at random intervals of play.

 

How did you get started with Game Design?
I like to think that I was born with a controller in my hand. I’ve always been a gamer, and I will always continue to be one. So, as a young lad, I thought to myself, “Why not combine my biggest passion with my need for monetary sustenance?” Haven’t looked back since.

 

What kind of work did you do before coming to Blue Frog Gaming?
Well, straight out of school I did a bit of freelance character design work. Soon after, I was hired as a Level Designer at a small startup company called ‘Kiz Toys’. I spent about a year there, eventually working my way up to the role of Game Designer after only being there for a few months. After that, I migrated to the bitterly cold climate of Ohio to lend my talents at Blue Frog Gaming as their resident Game Designer. Also, I did some bartending before all this – I can make a mean Cosmopolitan.

 

What do you do as a Game Designer for Blue Frog Gaming?
My position mainly consists of trolling the developers as much as possible, ‘researching’ the latest and greatest social and mobile games, and blasting Dubstep playlists on Spotify into my eardrums. In my free time, I’m usually drawing up some crazy new game mechanics or trying to break existing game systems so that I can hand the devs some shiny new bugs to fix.

 

What projects have you worked on at Blue Frog Gaming?
A majority of my work belongs to Stardrift Empires, Polar Puzzles, and the occasional smaller endeavor, like Ghost Chicken. Currently, I spend most of my time working on a super-duper top-secret undisclosed mystery project that shall not be named or have its existence confirmed, but it’s going to be awesome.

What’s the biggest design challenge you’ve been faced with at Blue Frog Gaming?
There certainly have been a lot of challenges that I have faced here at Blue Frog Gaming. The biggest, so far, has probably been implementing enemy NPCs into Stardrift Empires. There were a lot of player expectations, requests, and outright demands going into it, so I definitely felt a lot of pressure to deliver something that would be viewed as both fun and fair to a universe where the slightest change can potentially cause devastating reverberations to the game balance and economy if not done correctly. Once we introduced the NPCs, we were able to respond quickly to player feedback, adjusting and iterating to ultimately provide something that I feel accomplished its intended goals of expanding upon the existing universe and giving the players additional targets to seek out and destroy for their enjoyment.

 

What’s your favorite Blue Frog Gaming game?
I have a soft spot for all the love and care that I put into Polar Puzzles. As the first title that I worked on here at Blue Frog Gaming, it kind of feels like my baby. Despite it not reaching the breakout hit status of casual games like ‘Angry Birds’ or ‘Cut the Rope’, I still view it as an extremely fun, challenging, and addicting puzzle game.

 

Anything else you want to share?
Yes. Woooooooo!

 

For the latest news and information from Blue Frog Gaming:
      

Starfleet Commander Nova is now live!

March 22nd, 2012

Join Us and Play Starfleet Commander Nova Now!

Do you have what it takes to rise to the top?
Like us and play on Facebook or jump right in on the standalone site.

 

For the latest news and information from Blue Frog Gaming:
      

Announcing Starfleet Commander Nova!

March 20th, 2012

Starfleet Commander Nova is an exciting new Universe with numerous changes to the traditional Starfleet Commander game mechanics and many new additions, including buildings, ships, and defense! This Universe will be a 1.5x Universe.

Starfleet Commander Nova is available at http://nova.playstarfleet.com.

—New Buildings—

  Resource DenWiki Entry
The Resource Den will be available at launch and expands the available storage on your planet and protects a portion of your resources from plunder. When protecting resources on your planet it will attempt to do so in equal quantities (it follows the attack plunder formula) and those resources do not display on an espionage report of your planet.
  Lunar Dock
The Lunar Dock will be available after launch and will allow you to undeploy your Hephaestus Class Attack Platform so that it may travel via Warp Gate. Additional details concerning this building will be available at a later date.

—New Ships—

  Empusa Class FighterWiki Entry
The Empusa is a small, but powerful, assault unit. It’s pilots are trained to perform kamikaze missions to inflict massive amounts of damage on enemy ships. However, the Empusa is only effective against opposing ships during an attack and will always be destroyed in the first round of battle.
  Zagreus Class RecyclerWiki Entry
The Zagreus is used for collecting debris left behind in battle. It is faster than the Dionysus, but has a smaller cargo capacity. Send these on a harvest mission and you can collect the resources that float in debris fields around planets after battles.
  Curetes Class CruiserWiki Entry
The Curetes is a defensive style of ship designed to absorb large hits. While it has limited offense, its high shields and the fact that nothing rapid fires against it make it able to withstand large amounts of fire, making it a great addition to your fleet.
  Carmanor Class Cargo ShipWiki Entry
The Carmanor is the largest freight ship in the Universe. It’s slower than the Atlas or Hercules but has the largest cargo capacity available making it ideal for moving large amounts of resources.
  Pallas BomberWiki Entry
The Pallas is a specialized assault unit meant for disabling enemy mine fields and hammering opposing defenses. It’s not very effective against enemy fighters, but is able to quickly neutralizes mines so that they cause minimal damage.
  Thanatos Class DestroyerWiki Entry
The Thanatos, a massive assault unit rivaled only by the Zeus, is able to make quick work of both enemy fleets and defenses.

—New Defense—

  Space MineWiki Entry
Space Mines provide an excellent deterrent to enemy raids when placed in large numbers. However, this comes with risk. During battle your own ships may detonate a space mine and take damage.

—Battle changes—

Starfleet Commander Nova will have several changes to the battle mechanics aimed at improving the overall leader board and encouraging attacks on players of similar size. These changes include:

No destroyed ship points awarded for attacking non-player characters (NPCs) or inactive players. We will not be awarding any destroyed ship points for attacking NPCs or inactive as we work to make the destroyed ship score a reflection of a player’s achievements in hunting other active players.

Relative destroyed ship points will be awarded for all attacks. To discourage players from attacking players that are significantly smaller than them we have implemented a new scale for awarding destroyed ship points in a battle. Depending on how many more or less resources spent points the opposing player in the battle has will determine the value of the destroyed ship points you earn in the battle. Attacking a player of equal size will result in one destroyed ship point per 2,000 ship resources destroyed in battle. See the wiki for a full explanation of how the destroyed ship value of a battle is determined.

Proportional destroyed ship points in group attacks. In all group attacks we will award destroyed ship point proportionately between the attackers based on the resources spent value of the ships contributed to the attack. This will allow destroyed ship points to be a better representation of the ships actually destroyed by each player. See the wiki for a full explanation of how the destroyed ship value of a battle is determined.

Chance of fleet escape for smaller opponents.If a defender is more than 100 RSP ranks lower than the attacker and the RSP value of the attacking fleet is more than 5x the RSP value (3x if the Defender has an Admiral) of the defending fleet, then the defending fleet, except for Hermes Probes, Shadow Probes, Helios Satellites, Genesis Satellites, Zeus, and an undeployed Hephaestus, will escape from combat if hydrogen is available on the planet. If the player is group defended, no fleet escape will be possible. No fleet escapes are possible after the player has 500,000RSP.

—Newbie Protection—

Newbie Protection in Starfleet Commander Nova restricts some interactions between players of widely disparate levels of development, preventing the Defenses and unsaved Ships or Resources of newer empires from being destroyed or plundered by vastly more advanced ones. The rules for newbie protection (also available on the wiki) are as follows:

•Players with fewer than 1,000 Resources Spent Points (RSP) cannot attack (except NPCs) or be attacked.

•Players with over 1,000, but fewer than 250,000 RSP, may only attack or be attacked by other players who have between one-fifth and five times (20% to 500%) their current RSP, unless the other player has fewer than 1,000 RSP.

•Players with more than 250,000 RSP may attack or be attacked by players with between one-tenth and ten times (10% to 1,000%) their current RSP, unless the other player has fewer than 250,000 RSP, in which case the 5x rule above applies.

•Group Defense is also restricted by Newbie Protection. Players may Group Defend Buddies and Alliance mates (only) if they have between one-tenth and ten times (10% to 1,000%) the mate’s RSP. It does not apply directly to the attacking and group defending fleets.

—Non-Player Character changes—

In addition to the removal of destroyed ship points from non-player characters we have changed the spawning frequencies for all NPCs so that the larger NPCs will spawn more frequently. You can see the revised frequencies on the individual NPC race pages in the wiki.

—Moon related changes—

In addition to the Lunar Dock mentioned above, we will be making the following changes related to moons and structures on moons.

  Reduced warp gate cool down per level.After the first level of warp gate the cool down for the warp gate will be reduced by 15% for each additional level. When two warp gates have different cool down times, the cool down for the gate ships are sent from will be applied to both gates. See the wiki for more details.
  Destructible Moons. Shortly after launch we will finalize the ability to destroy moons with the power of your Zeus! As such, moons will now be assigned a size when they created that is directly correlated to the size of the debris field which forms it. This means that larger debris fields create larger moons which will be more difficult to destroy. We will publish more information about this addition in the coming weeks.

—Mining changes—

  Mining algorithm changes. We have made changes to the mining algorithms in the game to increase end game competitiveness. You can view the new mining tables and formulas on each of the individual mine page in the wiki.

—Other changes—

Starfleet Commander Nova be a 1.5x speed Universe. Additionally, Starfleet Commander Nova will have no diplomacy mode and no vacation mode. Players who need to step away from the game for an extended period of time are encouraged to send their ships on long fleet saves or to try a neutrality marker.

For players interested in seeing most of the changes and formulas in one spreadsheet please visit this Google Doc.

 

For the latest news and information from Blue Frog Gaming:
      

Meet the Art Team: David Sladek!

March 12th, 2012

David has adopted the Jeff Kunze half-glove for drawing on his Cintiq. Luckily his art is good enough to trump his fashion sense.

 

How did you get started doing digital art / game related art?
My passion for game art/concept art grew during my college years. I started digital painting and animation while at school and over the past five years I have practiced and continued to sharpen my skills in that area. Before school I mostly focused on traditional art mediums, like oil painting, which i still enjoy doing when I have the time.

 

What kind of work did you do before coming to Blue Frog Gaming?
Before working at Blue Frog Gaming I worked mainly as a freelance artist. I did a variety of work including concept art, illustration, portrait painting, design, and animation. The range of work I did while I freelanced prepared me for my job here at Blue Frog Gaming. The art team here is required to work, at times, on any number of different visuals or design elements. So having the ability to work in a variety of different styles is important.

 

What are some pieces you’ve worked on at Blue Frog Gaming?
I joined Blue Frog Gaming when they were already almost done with Polar Puzzles, and work for Stardrift Empires had just recently begun. Most of the work I have done has been on Stardrift Empires and on an internal project.

 

What is the biggest challenge you’ve faced in the art you’ve done at Blue Frog Gaming?
That is actually a tough question. There have been a few times when working on a piece comes almost without effort at all, but most of the time it is always a challenge to produce a high quality piece of art. Doing a great job on a piece of art usually means putting a good amount of time and care into it. I always try to put a 100% into all my work. That can be difficult sometimes when the piece im working on is particularly complex or the subject matter is something new to me. In those cases however i just spend a little extra time working through the tough spots until I get it to look how I want it to. A few samples of my work are below:

What’s your favorite game you’ve worked on at Blue Frog Gaming?
Stardrift Empires and an internal project we’ve been working on have both been equally enjoyable. I have learned a lot from both experiences and continue to enjoy the work I do here.

 

For the latest news and information from Blue Frog Gaming:
      

Earn extra Lucky Draw tokens!

March 7th, 2012

Want to earn extra Lucky Draw tokens in Stardrift Empires or Starfleet Commander? Then follow the few simple steps in this guide and you’ll be well on your way to a few extra spins in Lucky Draw every day!

 

First, and most importantly, your Stardrift Empires or Starfleet Commander account must be connected to your Facebook account as you will need to access your game via Facebook to earn extra Lucky Draw tokens! If your account is connected, you should be able to access it by going to the appropriate Facebook URL for your game, which are as follows:

If your account is not connected to your Facebook account, you will need to submit a support ticket for us to connect it for you.

 

Step two! Access Stardrift Empires or Starfleet Commander via Facebook (at the URLs above) and navigate to the Lucky Draw page by clicking the Lucky Draw icon at the top of the game interface.

 

Step three! Click the ‘Free Tokens’ button in the Lucky Draw header to post to your wall to start earning additional free tokens! If you haven’t done so already, you’ll be prompted to grant permission for the game to post on your Facebook wall.

After clicking the button you’ll receive a confirmation notice in game that a new wall post was made.

Your Facebook wall will now have the new post asking for help to receive extra Lucky Draw tokens!

 

Step four! Find friends to click on the post you made to your Facebook wall (and click on posts they make to their Facebook wall)! For every click you give or receive you receive 1/10th of a Lucky Draw token. After you have clicked on 10 of your friends posts or 10 of your friends click on your post (or a combination of clicking and receiving clicks) you will receive one free Lucky Draw token in game!

 

What are you waiting for? Gather your friends together on Facebook and start earning extra Lucky Draw tokens every day!

 

For the latest news and information from Blue Frog Gaming:
      

Meet the Art Team: Ron Yoder!

March 5th, 2012

Ron doesn’t know that Yoder guy you went to high school with, and he can’t help you raise your barn. However, he happens to do some fancy art and that’s why we like him!

How did you get started doing digital art / game related art?
Becoming a graphic designer sort of happened by accident. Back in 2005, I was hired to do database programming. Their previous graphic designer had moved on and they were in the midst of a major fund-raising campaign. I had used Photoshop and Pagemaker back when I was in college so I offered my help in putting together a few cards and a booklet. Within a few months, I was doing most of the graphic design work, as well as their web development. It was then that I decided to make a career shift into graphic arts.

 

What kind of work did you do before coming to Blue Frog Gaming?
Before starting at Blue Frog, I was doing freelance graphic design.

 

What are some pieces you’ve worked on at Blue Frog Gaming?
Below are example of some of the work I’ve done:

What is the biggest challange you’ve faced in the art you’ve done at Blue Frog Gaming?
The biggest challenge I faced when coming to Blue Frog Gaming was simply the gaming environment. Coming in as a graphic designer I had been focused more on page layout and design, such as creating print pieces like magazines, posters, fliers, etc.

 

What’s your favorite game you’ve worked on at Blue Frog Gaming?
My favorite game that I worked on is Ghost Chicken, because it was just a fun game that wasn’t taken too seriously and the whole “Halloween theme” of the game. It’s also just plain fun to play!

 

For the latest news and information from Blue Frog Gaming:
      

Meet the Art Team: Adam Roush!

February 27th, 2012

Adam is one of a few of our employees that hasn’t seen virtually any 80s action movies. We’re working on remedying that.

How did you get started doing digital art / game related art?
I got started doing digital art in school at the Cleveland Institute of Art. I didn’t have any previous experience and actually wasn’t interested in doing digital stuff before then. Originally I wanted to learn 3D character animation, but as time progressed I found myself interested in digital painting. I made a switch from an animation major to an illustration major and focused more of my time on learning digital painting. I learned much of what I know through working long hours outside of class. It’s kind of addicting. I always enjoy challenging myself through my work, trying to improve my skills, ideas, or designs in some way.

I got involved in game art as games usually require both illustration and animation, which works out great as I get to do both in the same place. I really enjoy doing concept art, as it gives me the ability to try to invent something new, think about something differently, or try to make something more unique. The same goes for animation, which allows me to think about different ways a character or object might move or react. Plus, it’s always fun to see your work in something people can play or interact with.

 

What kind of work did you do before coming to Blue Frog Gaming?
Before I started working at Blue Frog Gaming, most of my work was fantasy art, characters, cartoony stuff, trying out various styles. I also dabbled in 3D animation, like the sort Pixar does, and I had worked on a short animation for a school project which dealt with the story of the hero twins of ancient Maya mythology. Aside from that I did animations for online contests, just for fun, and I also did a little bit of freelance work drawing car parts and flash animations. I never really did anything sci-fi, like spaceship or weapon design, building interiors, scenes with battles, explosions, or sci-fi characters, before coming to Blue Frog Gaming.

 

What are some pieces you’ve worked on at Blue Frog Gaming?
Below are example of some of the work I’ve done:

What’s your favorite game you’ve worked on at Blue Frog Gaming?
Hands down, my favorite game to have worked on was Stardrift Empires. As mentioned before, I’ve never really worked on anything sci-fi, so this presented a new and exciting challenge. It gave me the opportunity to experiment in spaceship and weapon design, robot design, battle scenes, building interior illustration, character design, and essentially being able to invent how those things should look. It was definitely a lot of fun and I picked up a few skills.

 

For the latest news and information from Blue Frog Gaming:
      

Meet the Art Team: Jeff Kunze!

February 20th, 2012

Jeff Kunze is a master of the half glove style of art drawing. He also hates cheese.

How did you get started doing digital art / game related art?
I had worked as a freelance illustrator for years, so I’d done a wide array of different types of projects. I often had to figure out the best way to find a solution to a certain problem the client was facing. This experience along with teaching photoshop, illustrator, drawing and animation gave me extensive knowledge of some of the programs and techniques we use at Blue Frog.

 

What kind of work did you do before coming to Blue Frog Gaming?
Pretty much any kind of work I could find to make money. It was interesting doing such a huge variety of work but sometimes the business side would frustrate me. Clients complaining about prices or wanting work for free. I’ve always loved drawing humorous sketches of people and animals, so I would sometimes make my own work by doing t-shirts, greeting cards, etc. Some of my samples are below:

 

What are some pieces you’ve worked on at Blue Frog Gaming?
I worked on Casino Tycoon, Hearts, Spades, Hearts Multiplayer, Polar Puzzles and Stardrift Empires. I’m proud of the level of detail I achieved on Casino Tycoon after having done the images in Illustrator and not photoshop. It was also fun doing the occasional logo design for games like Hearts, Hearts Multiplayer and Spades HD for iOS devices. Some of my samples are below:

What is the biggest challange you’ve faced in the art you’ve done at Blue Frog Gaming?
Trying to help teach the other artists here how to draw! Just kidding, I work with some really great artists so it would probably be trying to keep up with them and bring my work up to a new level. Also, hand drawn animation is always a difficult challenge, but in games you need the character to start and stop in the same position, which adds even more difficulty.

Another challenge is just keeping all the pieces looking consistent in their look to each individual piece. For instance, we have a design for a ship called the Athena in Stardrift Empires and we need to draw and paint the ship at different angles for various mission illustrations and it still has to look like the same ship. We can change some stuff and we’ve always half joked about how that can add an element of realism to it by having subtle differences in the paint on the ship or slightly different panels on the body. Sort of like the difference between a car from this year being slightly different from the same model of car from a few years before. I actually ended up sculpting a model of the Athena in clay which came in handy as reference for us. We’ve also done a few VERY rough models in 3D programs.

 

What’s your favorite game you’ve worked on at Blue Frog Gaming?
Probably Polar Puzzles. I was primarily doing the drawing of the various characters that I really had a lot of fun with. I probably had 150 different penguin characters drawn, we were looking at a lot of them and figuring out what we liked and didn’t like. Then I went back and drew the main character in about 20 mins. It was like he drew himself after all those other sketches and the discussion about him.

 

Anything else you’d like to share?
It’s been really great working here at Blue Frog. It’s given me the opportunity to do the best work of my career up to this point and I attribute all of it to the great work environment and great people. It’s laid back but at the same time we all work hard to make great games. You can tell everyone here loves what they do.

 

For the latest news and information from Blue Frog Gaming:
      

Meet the Art Team: Eric Browning!

February 13th, 2012

Eric Browning is our Art Team Boss Man and his job is to make us look good! Our games and websites that is, not our employees. One man can only do so much.

 

How did you get started doing digital art / game related art?
I got started in design/web development when I realized I was way too techy and nerdy to be an art major, and way too visually oriented/creative to be a programmer.

 

What kind of work did you do before coming to Blue Frog Gaming?
I worked in web design for a couple agencies and did freelance design for a bit. I almost exclusively did client work before BFG, so being on the ‘in-house’ side is an interesting change.

 

What do you do as the “Art Team Boss Man” at Blue Frog Gaming?
What I do at Blue Frog Gaming is two-fold. I lead the art team, managing our artists on staff, ensuring everyone has something to do and things get done on time, and guiding the overall visuals of a game. I also design for our games, which includes things like menus and UI, websites, promotional images, etc.

 

What are some pieces you’ve worked on at Blue Frog Gaming?
I’ve been involved with everything we’ve done since Mafia Boss (don’t hold that against me!) and recently I’ve been heavily involved in Stardrift Empires and a new development. Some of the work I’ve done is highlighted below.

What’s your favorite game you’ve worked on at Blue Frog Gaming?
My favorite games have been Stardrift Empires and Polar Puzzles. Stardrift Empires because I feel proud that we were able to take the existing Starfleet Commander rules and gameplay style, enhance them visually, introduce a number of improvements, and appeal on some level to both veterans and new players. I kind of feel like it’s almost as good as it can get within that style of game, with the technical restrictions, etc. I know some will disagree with some UI and things, but that’s just my opinion.

Polar Puzzles, although not a huge success commercially, was a fun project. It was our first major iOS game, and I’m just really proud that we launched a game with both art and game/puzzle design that is absolutely up there with anything else available on the platform at the time. I think it really gave us confidence that we can build competitive games that are more visual or more interactive than the traditional Starfleet Commander style game.

 

Anything else you’d like to share?
Despite the challenges, I’m very thankful we have a community of gamers who are as passionate as they are. It’s easy to feel bad about the trolling and hatred that comes out anytime we change (or don’t change) anything within the Starfleet Commander games, but at the end of the day I’d rather have super passionate users, some of whom are never pleased, rather than indifferent or non committed gamers. I think they’re going to love our new projects and new features, and I’m excited about the next 4 or 5 months for Blue Frog Gaming.

 

For the latest news and information from Blue Frog Gaming: