Gato loves her little fish toy. She loves to chase and attack it. We’re just glad it’s the fish and not our feet. Are you ready to answer some questions from fans, little Gato?

Burning Questions
Here are some more Burning Questions for the week!
Check out previous weeks:
Week 1
Week 2
Week 3

Q: Are there any old Ska favorites I’d recognize lurking in the backgrounds of Charlie Murder?
A: Definitely, but you’ll have to wait and see.

Q: How’d you come up with Charlie Murder?
A: This is similar to last week’s question so I’ll just pasta it here:
James wanted to make something that was half homage to coin-op brawlers like TMNT and Aliens Vs Predator, half a long lost spiritual successor to Zombie Smashers X . We’ve grown rather fond of the raw style that Charlie Murder oozes. We also love the character building.

Q: What qualifications and skills have you learned to make games, where would be a good place to get into Game Design, and could it be on the internet or not?
A: James obtained a master’s degree in computer science and practiced making games for a long time before becoming successful. Michelle has a bachelor’s degree in fine arts and also worked for a long time before getting to make games. We can’t specifically suggest a school to learn game design since we obtained more traditional degrees but there are folks out there who have gotten their education through game specific schools such as Digipen. Though you can always teach yourself, I wouldn’t recommend paid online-only schools.

Q: Are unicorns really just a one-time unfortunate mistake of a horse and a narwhal mating?
A: I’ve heard it said unicorns are the offspring of a horse and a narwhal but not as a one-time mistake. The taboo couple held a wedding the likes of its magnificence had never been seen before or after in all of eternity. Their precious unicorn babe with beauty and majesty unlike any other creature on this green Earth spent a time on land like its horse mother but eventually retreated to the sea to join their father narwhal as it knew the land dwellers could never understand and accept its beauty.

Q: What is your opinion on the game “Sacred Citadel?” Do you think it can give Charlie Murder a run for its money in the “BrawlPG” department?
A: I hadn’t heard of it before, so I can’t really fairly compare, but I do believe Charlie Murder to be one of the deepest brawlers I’ve ever played. Our game is just full of so much stuff! While Sacred Citadel looks pretty excellent, I hope we too will charm people with our 2D art style, unique characters and difficulty curve.

I have noticed a lot of reviews saying Sacred Citadel gets too easy, and I can confidently tell you Charlie Murder gets very, very hard, especially past the first playthrough. Kite, you fools!

Q: Do you watch ASAPScience?
A: Nope, can’t say we have. After looking it up I assume you ask because they use the words “burning questions” as well.

Q: Is it just you and Michelle that do the voices or are there other people in on it?
A: For Charlie Murder all of the voices with the exception of a few cameos are us. These cameos are Easter Eggs but should are fairly obviously not us. You will hear our voices throughout the world in the player characters, monsters and other miscellaneous audio clips. Now that I am remembering, in our recent “We Are Charlie Murder” video I mentioned I play every female voice in the game and James is every male voice. This isn’t entirely true. We also do a bit of gender bending with our audio.

Q: Was there something you wanted to add in Dishwasher games that you couldn’t (because of time/lack of programming knowledge/didn’t fit) but you added in Charlie Murder? Was there something you wanted to add to Charlie Murder but couldn’t, and you will use that idea for another game?
A: Dishwasher did hyperviolent stylistic killing very well, but didn’t do much else, and we’ve kind of regretted that. Charlie Murder sort of became a playground for experimenting with stuff we never quite figured out in earlier games, like environmental hazards, a bunch of neatly integrated minigames (particularly proud of our exposition-through-rhythm-minigame approach), and randomly generated loot.  Now that we’ve tasted this much complexity, it’ll be hard to dial it back for our next game…

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