Super Lemonade Factory 2 is available on the New Zealand App Store right now.

It's a gorgeous-looking retro platforming sequel with a clever character-swapping mechanic. Here, Initials Games has taken the solid foundation of the original and built some interesting new ideas on top of it.

There's an intriguing narrative behind all the leaps and puzzles, too.

I got a chance to chat to Shane Brouwer of Initials Games about the creation of Super Lemonade Factory 2, the things he'd learnt from the original game, and about why he's set up Twitter accounts for the characters in the game.

Pocket Gamer: First up, could you tell us a bit about what Super Lemonade Factory 2 is?

Shane Brouwer: Super Lemonade Factory 2 is a platform game for iOS. It has iCade and iControlPad support.

During the development process of the original Super Lemonade Factory game in 2012, I had a really great time. I met some really great people during this period. From the artists with whom I worked, all the way through to the press and the fans.

I wanted to do it all over again, so here's the sequel.

What were your biggest inspirations when you were making this follow-up?

Video games are a meshing of so many disciplines, it's hard to pin down any inspiration. Looking objectively at the writing in the game, I have to say I was subconsciously influenced by comedy like Tim & Eric, and the Kroll Show.

The gameplay is a reflection of the games I was influenced by when I was growing up. Alex Kidd in Miracle World was bundled on the Sega Master System II and part of that game and its level designs will influence everything I do.

Wonder Boy in Monster Land had zany characters that said wild things and their words were often laced with hidden meanings.

Although these games are 25 years old - and some will say gaming has moved on - I'm not ashamed to wear my influences on my sleeve.

Did you learn anything while making Super Lemonade Factory that changed your approach to the second game?

This new game is a direct result of everything I learnt making the first game.

Having become more familiar with programming for iOS, I am now more playful in creating games for the platform. I think it shows in the final product.

There's an intriguing narrative behind the platforming. From where did the idea for that come?

I took inspiration for the first game from real events in history, and I felt like that was lost on a lot of players. For the second game, I decided to make the story as far removed from reality as possible.

The story takes on a life of its own online, so, for instance, you can tweet to characters who have their own Twitter account.

Lastly, what's your best bit of advice for anyone about to play Super Lemonade Factory 2 for the first time?

Keep your eye out for secrets and easter eggs. Most importantly, though: have fun.