Every step is an adventure!
As one of the 23 games featured during the recent Indie World Showcase (broadcast on October 28, 2026), Finding Polka is a hand-drawn, ballpoint-pen adventure about a girl named Frendy searching for a dog that looks just like her beloved former pet. Developed by lidlocks and published by PARCO GAMES, the game radiates warmth, quiet humour, and a gentle kind of hope. It is set to arrive on Nintendo Switch in Spring 2027, with an exclusive additional stage included in the console version from day one.
We recently had the pleasure of speaking with Shinnosuke Kumazawa, the developer behind the game, about its deeply personal origins, the decision to draw every frame by hand, and the lasting feeling he hopes players will carry with them. This is what we learned:
Shinnosuke Kumazawa | Reaching New Heights with High on Life 2
Finding Polka is a story that celebrates those who keep moving forward. How did the personal or emotional core of searching for a lookalike dog shape the overall narrative and tone of the game?
Shinnosuke Kumazawa: I actually had a French Bulldog who looked like Polka, and that personal experience was the starting point for creating this game.
But your own โPolkaโ doesnโt necessarily have to be a dog. It could be hope, a dream, an ambition, or perhaps even someone you love.
Sometimes, youโll find yourself caught in the rain. Other times, youโll feel so happy you could fly all the way into space. But when you look back, perhaps youโll realize that each of those moments was precious in its own way.
I believe life is made up of all these little moments, one after another.
Finding Polka is a story for everyone who keeps walking, searching for something along the way.
You chose to craft the entire game with hand-drawn ballpoint-pen illustrations. Can you talk about that decision and the challenges it created?
Shinnosuke Kumazawa: First of all, Iโve never really liked the perfectly straight lines created by computers. Iโm not a painter, and all I had on my desk was a ballpoint pen. So thatโs what I used.
Working with traditional, non-digital illustrations made the process much more time-consuming and labor-intensive. But in the end, I believe it was the best choice I could have made.
Were there particular personal stories, art styles, or adventure games that influenced the project?
Shinnosuke Kumazawa: In terms of video games, I was influenced by titles such as INSIDEand UNDERTALE. I also drew inspiration from Whereโs Wally? (known as Whereโs Waldo? in the US) and the board game MicroMacro: Crime City.
How do the interactive adventure elements balance exploration, conversation, and the central search?
Shinnosuke Kumazawa: The game started with a simple concept: โFUN IN EVERY STEP.โ I wanted to create an experience where something happens with every step you take. I also tried to keep the controls as simple and accessible as possible, so that anyone could enjoy the game. Rather than relying on complex mechanics or dialogue, I wanted the simple act of walking to become an adventure in itself.
What role do the eccentric characters play in supporting Frendyโs journey and adding warmth or humor?
Shinnosuke Kumazawa: The characters are influenced by all kinds of culture, including manga, films, and music. Iโm particularly fond of Japanese subculture, and itโs always been a natural part of my everyday life.
So to me, these characters arenโt particularly strange or eccentric. They simply feel natural, like an extension of my everyday world.
How do you handle the emotional weight of loss and hope without the story becoming overly heavy?
Shinnosuke Kumazawa: I poured all kinds of emotions and experiences into this story. But life is more fun when you can laugh, donโt you think?
Can you describe the additional stage included in the Nintendo Switch version and why it was chosen?
Shinnosuke Kumazawa: The additional stage isnโt DLC. Itโs included in the Nintendo Switch version from the start. Itโs designed to explore the world of Finding Polka a little more deeply.
As for why we added it, we wanted to strike a better balance between the gameโs price and the amount of content it offers. I donโt want to give away too much just yet, so please look forward to it!
What kinds of player reactions to Frendyโs journey have been most meaningful during development or early showings?
Shinnosuke Kumazawa: At a gaming event last year, a little girl played Finding Polka and completed the game. Afterwards, she came back with her mother and had her play it too. The girl was enthusiastically explaining the game to her mother, telling her what to do and guiding her through it. Watching that made me incredibly happy, and itโs a moment Iโll never forget.
Finding Polka is, first and foremost, a game Iโm making for my three children. Thatโs why this experience meant so much to me.
What lasting feeling do you hope players carry after completing Frendyโs search for Polka?
Shinnosuke Kumazawa: I want players to feel whatever they feel. Itโs okay to be angry. Itโs okay to laugh. Itโs okay to cry. Whatever you feel, I hope youโll embrace it.
Weโd like to take this moment to extend our sincere thanks to Shinnosuke Kumazawa for taking the time to share such open and heartfelt answers with us. We are genuinely looking forward to walking alongside Frendy when Finding Polka arrives on Nintendo Switch next Spring.
About Finding Polka:
Follow Frendy on a wholesome journey to find a dog that looks identical to her beloved former pet, Polka. Crafted entirely with hand-drawn ballpoint-pen illustrations, this charming interactive adventure features a colorful cast of eccentric characters, cozy visuals and plenty of heart. The Nintendo Switch version also includes an additional stage as downloadable content.
Finding Polka launches for Nintendo Switch in Spring 2027.
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