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GamingWe are The Behemoth, developers of BattleBlock Theater, Castle Crashers, and our latest game Pit People. Tomorrow we release Pit People. Ask us anything!

Jan 12th 2017 by TheBehemoth • 16 Questions • 368 Points

My short bio: I worked for a well-known cruise company for 6 years, and have met some weird and wonderful people and had some great experiences around the world. AMA!

My Proof: http://imgur.com/a/TMaEE

Q:

When are you adding the colour teal in BattleBlock Theater for my boy Aleks?

A:

Yeah. Technically i was ranked as 2 stripe officer. In practise i prrtty much ranked below the engineering cadets. Rank really means nothing outside of the engineering department except for more responsibility.


Q:

I feel like it's going to be one of those eternal regrets I'll have. -Dan

A:

Hey there, sorry for the late reply. /u/empmccoy gave a pretty good answer there tbh - the cruise directors often like to think they have more pull than they do (actually, as it is a cruise ship, they do have a lot of say about what goes on, but not about the important stuff when it comes to navigation or emergencies).

As /u/empmccoy said, the nationalities vary from company to company. I worked with mainly Dutch and British engineers, with a moderate eastern-european contingent. We didn't have any Italians at all, across the whole fleet.

Edit: Added some more info


Q:

I'm so glad you guys are doing this, you guys are some of my favorite developers and artists! Played the hell out of the beta and I can't wait for the early access tomorrow!

That being said, I have a question for the Behemoth as a whole and Dan Paladin.

Behemoth: I know it's way too early to mention this, but considering you guys have said you like tackling genres more than sequels, what ideas are currently being thrown around? A racing game using characters from all of your games and or cartoon developers? Maybe a metroidvania game as well? You guys would be able to tackle these games so well, so that's why I ask.

Dan: I hear Flash is dying and that there are so many ways to do sprites and animations and all that nonsense, but, what do YOU use. Your art style is one of my favorites so it comes natural to try and follow in your footsteps! Also, stay alpha dude, you're looking fit. ;)

Along with learning how to draw, I'm also learning how to code in school and out. So, what language do you guys use primarily for your games? And, what were some of the more technical troubles that you guys had to overcome with Pit People that most people wouldn't notice from playing the game?

Again, can't wait to play tomorrow. I'm waiting to snag like 6 copies for me and my friends. Oh yeah, is it just 2 player maximum for campaign or is that just local?

A:

Dont forget the Steiners.


Q:

I'd say the short answer is that Flash is dying if you want it to.

It really depends on what you view as "Flash". I view it as simply meaning "vector graphics" which are not going anywhere in my part of the world at least. Vector graphics have so many advantages over anything pixelated that it's crazy. The artwork does not have to be recreated when zooming in or changing resolution to 800000000x9021383045. This future-proofs the stuff 100%, and if you want it to become raster all you have to do is export the vector out, so it's at least capable of its "rival" format if you wish it to be so.

In terms of flash being dead in terms of what the internet uses, well, that's up to the internet and hardware manufacturers I guess.

The programmers use some form of C. I never really ask too much about the knitty gritty, I just look at what the game engine is capable of and what my hardware/software restrictions are. All our primary tools and engines are built here at the Behemoth. Technical troubles are starting to diminish as the average player has better and better equipment as hardware progresses. On PC, the most difficult one would have to be making the game so it can run on 1000000000000000000 different kinds of hardware+OS configurations.

The game can be played in any format online or offline in at least 2 players. You can have 2v2 in Arena which is my personal favorite. Very very interesting and close fights we had during the betas!

-Dan

A:

Nothin' finer than a Steiner.


Q:

Why did you give northernlion a copy? That egg can't even play the same game for 5 years correctly.

A:

I have read several books that chronicle the life of a cruise ship worker (restaurant staff, entertainers, art auctioneer, etc). The recurrent theme was sex, sex, and more sex. That and the tiny rooms that are the size of a coat closet.


Q:

You can ask him to give it back, but it seems the damage has been done. I suggest a fist fight or thumb war. -Dan

A:

Yep, there isn't all that much to do and everyone is stuck there with each other - it's inevitable tbh.


Q:

A sorry battle probably would suite him and me best. Edit: Probably would be more novel you know eh?

A:

What did you study? Did you have to attend a specific university?


Q:

Random Castle Crashers steam code drop!

G8VND-56TP0-KCRN9

We love youuuuu!

A:

You're literally there to study to do that job - it's a specific course designed to cover all aspects of the job, things such as chart work, celestial navigation, firefighting, advanced first aid, leadership, meteorology, etc. The qualification you end up with is called a Certificate of Competency (Officer of the Watch), and there are two higher licenses you can attain after working a certain amount of time at sea and completing relevant exams.

In the UK, there are four specialised maritime colleges based around Southampton, Newcastle, Fleetwood, and Glasgow.


Q:

will you make Half Life 3, if asked?

A:

What's the best gig you've had? Or did you operate mainly on one ship?


Q:

Well we've made 4 games so far, there's also 4 of us here answering questions, and our next game will be Game 5 so .....

4+4-5= confirmed?

A:

It was between a few ships within the same company over the years. For about 3/4 years, I did repeat contracts on the same ship as it was a great ship to be on.

The best itinerary we did, for me, was the Baltic cruises. 2 weeks sailing out of England, then to Copenhagen, Tallinn, St Petersburg overnight, Helsinki, Stockholm overnight, a couple of other smaller ports in between, and back to England. We had some great times on the overnights in those awesome cities, and the navigation in the baltic straits was some of the most intense and challenging I've experienced, which made the job that much more interesting too.

Worst place would have been Brazil. That sucked.


Q:

Do you hate us for making that battle block theatre tune in the ad?

BATTLE BLOCK THEATRE CHECK OUT THIS STUFF. LOTS OF NICE STUFF LIKE UH, THIS THING, GO UP THERE NOW. THAT'S A NICE TRICK.

It haunts me.

A:

Why's that


Q:

It's a delight, I'd wager.

"IF YOU HATE OUR STUFF, SHUT UP AND DO BETTER!" -Dan

A:

Unfortunately, it was at the height of the Zika Virus scare. There had been a few incidents of our passengers getting mugged when they went ashore (I'm sure they weren't observing our advice of not taking jewellery and phones with them when they went out), and the heat and humidity was unbearable.

We spent 6 weeks in Brazil sailing hundreds of miles inland on the Amazon and I'm very glad I got to go there as we went to some incredibly exotic and strange places, and Rio was awesome, but the mood of the entire country felt hostile and negative. It's a shame and it probably isn't representative of the country as a whole but of the 20 or so places we went to, there were very few that felt safe or that could be enjoyed.


Q:

What are your thoughts on oatmeal cookies?

A:

Favourite memory from the job?


Q:

They make great shields, when used properly in battle :) - Erin Jungjohann

A:

Probably the first time I flew out to join a ship as a cadet. I was 18, had never flown on my own, and here I was flying to San Diego from the UK to join a huge cruise ship and begin the biggest adventure of my life. I remember everything about it, it seemed fantastic at the time. Of course, I soon learned that it was going to be a lot of hard work, but that didn't take away from it at all.


Q:

Is there any chance of ever getting a full release of Alien Hominid on PC? I loved the original flash game on Newgrounds and remember anxiously awaiting the PS2 version, and then the HD remake on the Xbox 360 was even better. It's easily one of my favorite games of all time, but I don't have consoles anymore, so I have no way to play it. I'd be thrilled even for a direct port of the 360 version with no other changes.

A:

Many thanks for such a well informed, and positive, response. Much appreciated.


Q:

Thanks for sticking with us this whole way! We are aware that Alien Hominid HD is starting to become unavailable just about everywhere and do hope to find some time/resources to bring it over before it's been too long. But if we bring it over, I'd still like to do at least a little something with it! -Dan

A:

Best of luck to you


Q:

How was it like working with stamper?

A:

Why do Italian captains keep getting into accidents?


Q:

It's like xmas everyday on a beach, where strange creatures emerge from the water and give you candy. But there's no toilet, then you realize, hey, there's an ocean. Then you walk in, but it's not water... instead it's cola, but it's not sticky. -ian

A:

Do they?


Q:

What is your favorite unit to use in Pit People and why is it the rainbow horse?

A:

Last few times I heard on the news where a Cruise ship accident was on the news, it was by an Italian Captain.


Q:

It's strange that the Rainbow Horse seems to have split into two sets of Kobolds! -Dan

A:

Probably just because there are a lot of Italian Captains compared to other nationalities.

Also...they are by far and away the most arrogant, God-complexed people at sea. Yeah.


Q:

First off, I love you all so very much, keep kicking ass. Secondly, if you had to live/be roommates with a character from one of your games for a whole year, who would it be and why?

A:

Thanks for doing the AmA. Did you ever encounter a bad storm or a pirate? What is your favorite story?


Q:

Sofia. I'd end up stranded in a jungle somewhere with nothing but a sword by the end of it, but it would be an amazing ride :D - Erin Jungjohann

A:

Thankfully, no pirates! When we sailed through the Suez canal and the Gulf of Aden, we were fully equipped and prepared for it, but in reality pirates know that it would be almost impossible to take a cruise ship due to their high freeboard and considerable speed. Doesn't mean we weren't shitting a little bit though.

The worst storm I encountered was in the North Sea. We were sailing from Norway to England, and it was so rough that our Captain (he was a particularly nervous Master) slept on the Bridge floor instead of going back to his cabin, which was directly behind the Bridge. No significant damage was caused although there was a lot of seasickness among the passengers and some crew.


Q:

First off, I love you all so very much, keep kicking ass. Secondly, if you had to live/be roommates with a character from one of your games for a whole year, who would it be and why?

A:

What is the funniest/most bizarre thing you have ever seen a guest/passenger do?


Q:

Hmmm, tie between Sofia and Yosef. I agree with Erin, that a grand adventure wold ensue, but Yosef is a bit of a cerebral, cosmic, multi-dimensional phenomena. I feel like you can learn some crazy stuff from him and see how deep the rabbit hole goes... -ian

A:

Well, we had a murder-suicide. That wasn't funny but it was definitely bizarre. A passenger also found his way to the aft mooring deck, drunk, and released the stern anchor while the ship was underway.

I believe it didn't end so well for him though - he got a jail sentence, a huge fine, and his wife subsequently found out that he wasn't on a 'business trip' but was actually on a cruise with his mistress.


Q:

How long was the development for each game?

A:

What is the funniest/most bizarre thing you have ever seen a guest/passenger do?


Q:

I'm fairly sure this is right...

  • Alien Hominid - 2 years
  • Castle Crashers - 3 years
  • BattleBlock Theater - 10000 years
  • Pit People - ~ 3.5 years

-emil

A:

Although there are controls to release the anchors from the Bridge, they are there for emergency use only. The passenger said that he'd got drunk, gone to the mooring deck, and seen that the windlass arrangement for our stern anchor was the same type as that on his yacht, which is plausible as windlass arrangements are very simple (ours was just a much bigger version of the one he had).

All you have to do is release the lashings and devil's claw, unclutch the anchor from the windlass and release the brake. It's really that simple. The anchor ran all the way out but thankfully she held on the bitter end so there was no significant damage. However, if the bitter end hadn't held, the anchor and all of her chain would've parted from the ship and there would have been a quite considerable hole in the ship, which you can imagine would've been extremely dangerous.

I may be mistaken, but I believe he was charged with an act of terrorism or something along those lines but more minor.


Q:

What was the inspiration behind castle crashes?! I loved that game

A:

Ha. Someone used to work for Holland America.


Q:

After Alien Hominid we knew we wanted to try a beat-em-up. Tom, Stamper and I made a flash game on Newgrounds.com called "Dad 'n Me" ( http://www.newgrounds.com/portal/view/254456 ). We felt it might not be a great idea to make a game that revolved around beating up innocent children who cannot fight back for mass-market, though, so we went on redressing the fighters. It was initially going to be a lot of very different fighters as the main cast, but once I had made the knight I wanted to try and take it another angle and Tom seemed supportive! Voila! -Dan

A:

Busted.


Q:

Oh man, I used to play the shit out of that game when I was a kid. Played it on my family's computer and hoped to jesus that my parents didn't catch me. I remember having trouble finding the game because I always forgot the name of it. it was really hard to beat, dude.

A:

Has your profession been acurately bepicted in films and tv shows, or was most of it Hollywooded into total bullshit?


Q:

You mean, besides the crusades, right? Because those were a big part of it. Seriously though, I've heard Dan talk a lot about River City Ransom and his love for it, but I'll let him go over any details if he sees this :) - Erin Jungjohann

A:

I've only seen a couple of films in which my job is portrayed - Titanic and Captain Phillips. Titanic was actually incredibly well-researched and the Bridge scenes, although a bit outdated to the way things are done now, were as realistic as you could imagine.

Captain Phillips was generally OK, although some stuff was Hollywood bullshit, such as the radar 'beeping' every time it scanned 360degrees. A sonar does that, not a radar.

I tend not to watch films about what I do because I know that it will just annoy me if it's wrong.


Q:

Hi, about Pit People, what will the differences between world maps mean, just visual changes or something else?

A:

Has anyone been left behind before?


Q:

Hello! So, the different worldmaps contain their own unique regions and landmarks (that you'll get XP for discovering). Different regions can mean that different enemy teams will pop up and patrol that part of the world. There are ALSO over a dozen bonus missions and hidden stuffs to find that are unique to each worldmap. - Erin Jungjohann

A:

Yes, quite a few times. Due to the cost of fuel, we can't afford to hang around and burn more fuel trying to make up lost time. Most of the time it's been crew that have been left behind before. If that happens, they are responsible for getting themselves to the next port to join the ship at their own expense, and they'd be disciplined too.


Q:

How do you work with your game ideas? Do you have a list of game ideas prepared that you work down from, or do you come up with game ideas after your latest game is done and you are searching for a new project? Or is there something in between where a staffmember may come up with an idea while working on a current game? Is it often a collaborative effort or does the ideas often come from single individuals? I'd like to know the details of how you decide what game ideas to go with and how you come up with them.

A:

Anyone (internally) who wants to can present an idea for what the next concept should be. Once we've looked through ideas/sketches and talked about it, we start prototyping one of them. If it has legs it's good to go, and if it falls a little flat we prototype another. We haven't thrown out too many ideas, though we did redo Castle Crashers from scratch (used to be on Gamecube and look/play very differently, you can find it with some google-fu), and a lot of them are pretty exciting so they wait in the wings for the next time out like those space marine guys in Starship Troopers. Or the guy that pees next to Russel Crowe in Gladiator. Which one will survive? -Dan


Q:

What is your favorite character you've drawn so far??

A:

That's really hard to choose, because all of them were things I decided to create and enjoyed creating each and every one of them! I really like the Barbarian Boss/Painter Boss from Castle Crashers, the Racoon Monster from BattleBlock Theater, The Alien/Fat Kids from Alien Hominid, the Hair Trolls/Vampiress from Pit People. -Dan


Q:

Will there be pets?

A:

That fully depends how you view creatures that you've killed all the friends of and dragged back in a golden cage. Are they pets? I suppose it's quite similar to hamsters or something. -Dan


Q:

I'd call it a opossum, but whatever.

A:

You mean like gnomes? Yes, but they don't appreciate being called that. - Erin Jungjohann


Q:

Yes, what would you do if Marvel came to you tomorrow and asked you to do an X-Men video game?

A:

I think the obvious answer is dating sim. Without question. - Erin Jungjohann


Q:

Yes, what would you do if Marvel came to you tomorrow and asked you to do an X-Men video game?

A:

and then I realized more that we also don't play with others' IP as we like to create our own. -ian


Q:

Yes, what would you do if Marvel came to you tomorrow and asked you to do an X-Men video game?

A:

N87V3-06TEM-9VVF7

3Z4VJ-B3Z5F-FZ667

-Dan


Q:

Are all of your games in a shared universe? And if so do you guys have a timeline of when the games would take place?

A:

That very much could be true. I like to leave that kind of thing up to the player to decide --- but in Pit People, all time and space is merged so it'd definitely include those guys! -Dan


Q:

Any more Pit People that take up 3 slots? I love troll mom!

A:

It's fun to think of characters that would be high power/high risk like the Troll Mom, but currently there are no other ones like her in the game. I do have one other that I was hoping to get in at some point or another. -Dan


Q:

It's awesome to see such cool games from small company. How many people were working on each game?

A:

Whoa, this one is tough, so I'm applying only partial info here. Maybe someone else can help? So these are my calculations which include both development, test, and any additional helpers.

Alien Hominid - ? Castle Crashers - ? BattleBlock Theater - 15 Pit People - 23


Q:

It's awesome to see such cool games from small company. How many people were working on each game?

A:

If you add musicians in to the core count that number will go up by anywhere from 1 to 10+. For their amazing selves in list format, just check out the credits in any of the games!


Q:

Will Pit People be coming out for the XBOX360 at all, or just the One? Love your games, and have slowly made all of my friends fans.

I did the beta for steam and my computer seemed fine, but would love to play it on my XBOX if possible. Thanks for doing the AMA, guys!

A:

Thanks for spreading the word! We have no current plans to bring Pit People to Xbox 360, sadly. Reflecting on it all, it's kind of crazy to think the Xbox One came out 4 years ago and that the Xbox 360 debuted 12 years ago! -Dan


Q:

I played the beta and there's a few things I didn't understand:

  • How do levels affect pit people?
  • Do enemies scale with level or story progression? Can you just grind the game away if you want or try to beat it with a low level team?
  • If enemies scale with level or story, are you supposed to train low level pps by just sticking them with higher level ones?
  • Are there any differences among pit peoples of the same type (cylops, cupcakes, etc)? Can you capture the same guy twice?
  • What's the point of tournament points? Where do you have to place at the end of the day to get the gold items?
  • Will there be a 2-pack on Steam?
A:

Leveling up heals your character on the battlefield. It also gives your character a small permanent boost to their defense, health, and damage output. You'll notice if you give a level 1 guy a sword and place that same sword in fairly higher level guy's hand that the damage output is increased.

Enemies scale, but not 1:1 and not necessarily in the expected manner. The math is complicated and I hesitate to expose it too much so there's not gaming-of-the-system, but you should never feel like a level 1 guy or a level 99 guy are a bad idea to bring if I've done it right.

There are no differences between fighters of the same exact type aside from their name. You can find a fighter of the same name and theoretically have an entire army of them, but it is highly unlikely.

Tournament points put you in a Gold/Silver/Bronze standing within the bracket you've been assigned to. Each day whatever bracket you've been assigned to is remixed and you'll be against completely different people in the list. You don't have to fight anyone in the list, you just need more Pit Points than others to compete, which includes either doing Versus or Unfair Challenge modes in the arena. At the end of the day, the game looks at whether you are Gold/Silver/Bronze and awards you the corresponding amount of items. The items are not tiered themselves, but you'll receive less of them if you are a lower medal type for the day.

We hope to have a 2-pack. I'm not 100% sure if an Early Access game can offer that, however. Here's to hoping! -Dan


Q:

What would your top tips be for an aspiring video game developer?

A:
  1. Make mods with people. It's 100% emulation of the real deal and a great foot into the door if you want to be hired elsewhere. If you make mods for a popular game and it is received well, you might even get some recognition prior!

  2. Tackle all problems with positive energy.

  3. Remember that "haters" care about you. They wouldn't show you any emotion otherwise. It's possible a hater might actually like your game but have a dislike of a mechanic, technical or design issue that you could adjust.

  4. Learn to interpret requests. A request for a button that kills everything on the screen every time they press it might be a symptom of a game being too difficult, a sign that you have awesome explosions in your game and need more, or something else.

  5. Accept that you'll never know what you're doing. We all have an expectation when we make a game that when someone sits down to play it they'll know exactly what we know about it at some point. The truth is, that's not the truth! Learn where the game fails to communicate or motivate something for the player and adjust it until it does.

  6. Try to always breathe something fresh into your own mix. Inspiration of other games is great, but is even greater when you rethink it from the ground up as you go and experiment the whole time.

Good luck!!!! -Dan


Q:

Thanks, I'll do my best! Thank you for the awesome answer and the AMA!

A:
  1. Make make make. create create create. The tools are there and making a project from start to finish, no matter the size, is always an informative, educational, and rewarding experience.

  2. If you want to work at studio, then portfolio. When hiring you need to see the work. Anybody can walk in and say yeah, I'm good at this or that and worked on whatever.

  3. The world is not short of ideas. Yes, a great idea is unstoppable, but getting that idea across the finish line is the key attribute we all need as developers. In my humble opinion of course. -ian


Q:

Any plans for an alien hominid sequel?

On average, how many big fat dicks per hour does Stamper suck?

A:

Alien Hominid has to come back one day or another since it's starting to get lost on availability. I don't know about a sequel or an update or a port or what, but it should happen sooner or later.

You're a lewd boy aren't you? You lewd, lewd boy. You should be spanked!!!!!!! -Dan


Q:

What exact time is tomorrow?

A:

The exact time of tomorrow is Tomorrow O'Clock.

The exact time of tomorrow's Pit People release on Steam will be at 10am PST!!!!!!

-Dan


Q:

What is your prediction as to the most meta and OP team setup? If you don't want to answer that, just tell me about your personal favourite setups. Thanks for the AMA!

A:

I don't really believe anything is OP. There are 'annoying' setups to fight against, but nothing where you should feel like they have a clear advantage if I've done my job right.

I suppose there are things that are much more difficult for the average player, or things that seasoned players would have enough experience to get an edge on anyone not-seasoned, or things that are particularly good for co-op story.. but I'd rather not inspire anything like that directly.

Personally I really like bringing 4 sets of Kobolds with a Cupcake and Vampiress. It demands careful management and has a lot more utility than it initially seems. I'd call it risk/reward but it really isn't necessarily classified as that. It's just a weird, different feeling to play with in a versus environment.

Spidaurs have absolute tons of utility, and even more if there are 2 of them. I've been toying with lots of those setups and find all kinds of potential in there.

-Dan


Q:

Played everything you've made since playing through Alien Homonid countless times on Newgrounds. Played the Pit People beta and it's amazing, to say the least. You guys can do no wrong. You've hit so many styles and gameplay. Can't wait for the next Pit People beta tomorrow and future games! :D

Dan: I'm the hat guy from all of those SDCC, but I've missed you the past two years. Any chance I could send it to you for an update? :)

A:

Thanks! It's a lot of fun to do a different thing every time, and it's exciting because I never know what I'm doing and I have to figure it out. Oh, I was wondering where you'd gone! Send it our way, we'll do it up and I'll send it back! -Dan


Q:

Are there summons in Pit People? Pretty sure Hatty would make a great one.

In Pit People we can't rename our units, is it to make sure no one puts an obscene name?

Will we see more customization items and units throughout early access or is everything pretty much there?

A:

You don't "summon" specific dudes in the middle of a fight, but both the Gorgon and the Troll Mom like to pop out little helpers throughout a battle. That said, if you were hoping to see specific characters, don't be surprised if you see some familiar weapons and helmets here and there. And yes, we'll probably add a few more as we go :)

Oh, names! Yeah, that was part of it, but also, names become just one more fun thing to get excited about when you're thinking about who to recruit. It's a lot more fun to recruit a pixie with that hat you really like if he's also named "Infinifart". - Erin Jungjohann


Q:

I know you probably can't comment on what's in the pipeline, but I'm curious if you all have considered revisiting the side scrolling beat 'em up genre with another game similar to Castle crashers?

A:

Check out my response to Lebron_Jordan for this one! In short, it's not off the table! -Dan


Q:

Are there any plans for a Castle Crashers 2? I played the hell out of it on Xbox 360 and I'd play a sequel for sure. Thanks!

A:

The older one of our games gets the more I know what I'd do to spruce it up if we were to make another version. I have a laundry list of things I'd fundamentally change about Alien Hominid, a good number of things I'd do if we redid Castle Crashers, and a small list of things I'd change about BattleBlock Theater. We've always said we wouldn't make a sequel unless it guaranteed going beyond just fulfilling "more of the same" (which would ultimately end in sadness for all of us). Every year becomes more likely for a remake/spinoff/sequel from us, but I hesitate to even say any of this as I don't want to get anyone's hopes up in the off-chance that we just always have a more exciting idea on hand. -Dan


Q:

Are you hiring? i´m a programer from Paraguay, with experience in openfl/haxe skills in really simple game develop

A:

Send any and all inquiries to games [at] the behemoth [dot] com with your resume or portfolio and we'll check it out. We're always keeping our eye out! -Dan


Q:

What in particular influenced the team's decision to pick a suicidal, fabulous, scrumptious cupcake as the healer class?

Also, roughly, how many of the 'hidden' classes, such as the Gorgon, are there going to be in the full release? Gotta catch 'em all, y'know.

A:

Everyone's favorite fighting pastry was actually first drawn as a traditional "dude in a robe". Part of the reason to switch over to the cupcake concept came with the idea that the healer sacrificed health in order to heal, and what more delicious way to show that mechanic than edible, shareable frosting? - Erin Jungjohann


Q:

I love you and your games....do you love me though?

A:

Things are progressing nicely, but it's just too soon to drop the L word. You haven't even met our parents yet. Let's see how things go


Q:

Hey Behemoth folks, a serious question and a non-serious question:

I know it's a long shot but are we ever going to see Alien Hominid on Steam?

and...

I just found out your downtown office is like two blocks from my downtown office, can we be best friends?

Insert obligatory "omg I can't wait for Pit People to launch tomorrow"

A:

That would be great. For us it's always a matter of bandwidth. Right now we are focused, as a whole, on Pit People. We've done all our ports in house to date as we like to keep things... well, close. I think, without getting in trouble, I can say that it will find its way there some day. We just need to solve time dilation and/or cloning first. But seriously, it will be when it makes sense and in a way that does not affect other projects. -ian


Q:

what was your favorite part of developing this game or any game in general? And how do these ideas for these games form (e.g. from other games, dreams, etc.)?

A:

It was very fun trying to figure out the base mechanics and rules, as well as figuring out what kinds of fighter types would be available. Since the fundamental gameplay was unique, there were all kinds of weird challenges and things associated with it that I loved figuring out. As for the rest, I've answered our "idea process" to Tyranazord on this page if you wanna check it out! -Dan


Q:

Thanks for doing this AMA. I am mostly a Linux gamer, so I have some questions regarding linux of course.

Have you guys thought about porting your games (Castle Crashers, Pit People, Alien Hominid) to Linux/SteamOS?

Thank you for porting Battle block theatre.

A:

Yes! We do consider Linux among other OS's each and every time we make a game, and while we'd love to support it forever and always it is difficult to find the time and resources to meet each and every SKU. Since we are unable to do so, we have to pick and choose. There are many different places you can buy Castle Crashers and Pit People, so at least part of the hope is that we've supported enough popular platforms (Xbox 360/XB1/Mac/Windows/PS3) that you wouldn't require it on Linux. Perhaps if we grow the team a little more we could assign someone on the code side to look into supporting the titles for Linux, but currently it's a bit difficult to juggle. My sincerest apologies. For Pit People, we do have Linux as a hopeful to-do after the game has been released, but I hesitate to make any promises since it is not 100% certain! -Dan


Q:

Will there be easter eggs?

A:

There are literal Easter Eggs that you can wear in place of the masks for the Wraith character.

There are the traditional easter eggs, as well............ -Dan


Q:

What was you favorite part about working on Pit People?

A:

Playing it, honestly. The fact that Pit People is always a crapshoot on where you'll be fighting and who you'll be fighting means it's always another type of encounter. I was also pleasantly surprised to see that I love competing in the game against others, as I'm not much of a competitive player anymore. In terms of straight-up work, I really liked making the character looks and designing their strategic functions around a unique stab at the genre. -Dan


Q:

Hey guys, big fan of your work! Will definitely be looking into Pit People. Question, are there currently any plans to release Castle Crashers on PS4? Thanks for doing this AMA!

A:

Unfortunately, nothing to announce on that front. I'm going to sound like a broken record, but with us it's always a matter of bandwidth. Right now, as a whole, we are focused on Pit People. We've done all our ports in house to date as we like to keep things close. Once Pit has shipped... well, then you never know what the future holds...-ian


Q:

Hello! Have you thought of making a Cyberpunk meets Castle Crashers game?

A:

...I have now! But next, a question for you: how many punks could a cyberpunk punk if a cyberpunk could punk punks? - Erin Jungjohann


Q:

It would probably be a count of 0.

A:

Are you suggesting a cyberpunk couldn't punk punks? Because I'll have you know that there's an implant for that :) - Erin Jungjohann


Q:

What do levels do in pit people ?

A:

Levels give you a bit more health, defense and damage output, not to mention heal your pit person to full health immediately!

Also bragging rights; higher numbers are better than lower numbers... that's just science - Erin Jungjohann


Q:

I loved battleblock theater, but what was the inspiration?

A:

An inspired BBT steam code:

RZL2M-XV6E5-FX7RE

for the taking! -ian


Q:

I've been a big fan of BattleBlock Theater since I got it on steam, and have been following the storylines of BBT as well as Pit People since the first trailer and played part of the steam closed beta.

There's a few people I know(including myself) who wants to know for certain.
Would Hatty Hattington play a part of the Pit People storyline at any point other than killing Honey Hug at the intro cutscene of the game, and not just being a decoration hat?

A:

PS - XWGGX-Q6MQK-00PTF


Q:

Love your games and can't wait to continue playing Pit People tomorrow!

Question for you - were the Trolls and their attributes (pitch black hairy, prominent teeth/eyes, healing abilities, big number, uncivilized) both in Castle Crashers and Pit People inspired at all by the Fuzzies from the Mario universe?

A:

No. I was a bit tired of the sheer number of borrows from Tolkien's universe and wanted to mix it up a little. When I sat there thinking what a troll might be instead of the regular assumption, the trolls in the movie Willow sprang to mind. They were black-haired gross things that crawled around on abandoned castle walls and I felt like re-envisioning them into something a little more cute. Thinking of the trolls as pure hair with teeth and eyes was a spin I really liked putting on it, and it allowed me to kind of accept them any size imaginable. -Dan


Q:

Will you guys be doing any more Castle Crashers games? I have followed you since ye olde newgrounds days (I actually have one of the oldest active accounts still on there) and I have to say, CC was and still is my goto drunk party game.

A:

It'd be a shame if we never revisit that world. I hope we do!!! -Dan


Q:

How long do you guys work for everyday? I've been considering picking up programming as a job but I don't know the environment very well. So what is the environment like?

A:

Our environment is fairly unique. We ask of no overtime and hours are flexible so long as people are doing 40/week. We encourage people to tackle whatever they are most inspired by as long as nothing else is high priority in front of that -- None of which is something I'd say you should expect anywhere else. Sometimes I'll work weekends and long nights for months, other times I take every weekend for months and work some shorter days, catching up on one of them. -Dan


Q:

Hi guys, big fan and very excited for Early Access tomorrow.

My question is, do you plan on encouraging PvP to any extent? That is, maybe adding new units (or any form of DLC) or providing some incentive?

I know Pit People was in Beta but Online was mostly empty and very laggy.

I have high hopes, and I know you guys won't let me down!

A:

First of all, sorry it was lagging. Second, I don't know what you mean when you say Online was laggy. I'm unaware of any beta feedback which mirrors yours so I'd love to hear in more detail what lagged, whether it was PC or XB1, and whether it was visual lag or network lag or ?

I believe after players go through the story (it's incomplete in early access) they'll do some quests and then start to dabble in the more challenging bits of the game like the Unfair Challenge and Versus. In the betas we had a fairly healthy versus community which was my own personal favorite to go to.

It serves as a great place for anyone looking to stretch the game or challenge themselves, especially in 2v2. Keeps things fresh, and I only hope to look at versus and see if there's anything I can do to keep it fresher.

-Dan


Q:

Oh boy! I'm so Excited about this AMA but even more excited about Pit People coming to Early access tomorrow. You guys are by far my favorite development team in the whole world. You have even inspired me to pursue a career in the gaming industry and my dream is to one day work on the games you guys create and I cherish. What has been the hardest part of breaking into the world of development for all of you? I'm guessing you love making the games you do but what is your favorite part of the game making experience for you guys? I hope you have an awesome day and also an amazing early access launch!

A:

Dude, that's awesome... thanks! I suppose the hardest part for me was just finding a team of people like The Behemoth, who were excited by and laughed at the same stuff I did. My favorite part of the process is really hard to nail down, especially for Pit People; I've laughed myself to tears A LOT while making this game, but I also really love watching people play our stuff for the first time at shows, so... I just can't pick!

Hope you have enjoy Pit People, and thanks for joining us for Early Access! - Erin Jungjohann


Q:

Do you plan on Linux support for Pit People?

A:

Nothing to announce at this time on that front. Right now we are focused on Xbox One and Windows. We would love to be on all platforms, but as always, it comes down to bandwidth.

PS- bbt steam code: RVWN0-2QDAT-2KF4A


Q:

Ever plan on making a sequel to Castle Crashers or a similar game to it?

A:

I hope we do one day. -Dan