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GamingFive years ago, I quit my safe cybersecurity job to make the Megaman X-inspired game of my dreams. I am Chris King, developer of 20XX. AMA!

Aug 16th 2017 by fyeahcking • 19 Questions • 1297 Points

You can also see me these days as the President of the United States of America, Laura Montez, on VEEP, a kind of angry lesbian network president on EPISODES, a ballsy military contractor zombie on iZombie and getting super beat up in the movie THE HOUSE. I also lurk around Twitter and Instagram at @andreasavage. Come say hi.

Proof: https://i.redd.it/g345tln9frez.jpg

Q:
  1. Why make a Megaman X inspired game, is it your favorite series?

  2. What was the biggest challenge you encountered during early access?

  3. How does the "rogue-like" part of this game work?

A:

Can you ask Tom Everett Scott if his favorite band is still "Captain Geech and the Shrimp Shack Shooters?" Tell him it's Lenny


Q:

Yeah, it's my favorite series. I've been super into Megaman (and X) since I was very young - so much so, in fact, that my brother still calls me "Mega."

Early Access was full of challenges -- it's hard to pin down one, so I'll talk about one challenge per time I'm asked that question until I run out of stories.

When we were preparing to enter Beta in Sept. 2015, we'd just done a pretty major player character design overhaul (I think we did this six distinct times), hoping our shiny new visuals would be a step up for the game. They ended up being the single most negatively received thing we've ever done, which I learned while 3000 miles from home without a decent computer. Zach fixed the characters while I caught a redeye home to get access to my media-worthy computer, and we cut entirely new trailers/screenshots/etc overnight with remastered old versions of the characters. It was super stressful, but it worked out.

20XX's big roguelike elements are permanent death (one failure and it's back to HQ for you) and random level generation/boss order. As you play, you'll find Soul Chips, which you can then spend on new items to increase the item pool in-game, and a set of permanent upgrades that apply to the game's default modes. Think of it like Isaac or Necrodancer in the MMX style, and you've got the right idea.

A:

I will text him now!


Q:

so, Mega Man X + Rogue Legacy...

added to my queue

A:

You knew Zach Galifinakis before he was cool. What was he like on the set of Dog Bites Man?


Q:

Yeah, basically.

A:

I knew Zach for years actually before we did DBM. And he is a truly wonderful human being. Not only one of the funniest people in the world, but also kind, supportive and smart. And he was like all of us on the set, enjoying each other and making each other laugh. But uncomfortable with the tricking aspect of the show.


Q:

What inspired you to make a megaman x roguelike?

A:

Veep has notoriously over the top insults and nonchalant vulgarity as a staple of the scripted dialogue, did it take any special focus to be able to make it through your scene with Timothy Simons without breaking? Is it a relief to be able to play a character on a show where the use of swearing is so liberally used?


Q:

I've always wanted "more Megaman X," and it seemed like the best way to get it was to make a super replayable game that feels like it. It turns out that Megaman and roguelikes mesh together in a bunch of ways, but that wasn't why we did it.

A:

Fuck! I just wrote a long answer and it disappeared!! Basically, I love to swear, so it is a win/win for me. And oddly I have this ability to not break in a scene, kind of no matter what, and then as soon as they yell CUT I fall apart. And this scene was improvised in the whole rape the president part, so it was super fun.


Q:

What mistakes from Mighty No 9 did you learn from?

A:

My favorite aspect of your show is the relationship you have with Tom Everett Scott - great chemistry. You are so adorable, it must be easy. But was this one of the main themes you wanted to communicate in the series?


Q:

Without a doubt, the biggest lesson a developer can take from MN9's struggles is how to communicate with your fans.

Our entire time in Early Access, our fans have treated us so, so well, and we've done our best to repay them in kind. 20XX would be a garbage fire without their feedback.

A:

This was truly maybe the biggest goal of the show. I feel like the show lives and breathes in the relationship of Andrea and Mike. It is the grounding force that allows my character to be pretty out there. And I had never seen a couple on TV that have been together for a long time who still love to be together and have chemistry. Which is crazy, as so many people I know are very happy together after many years!


Q:

Congrats man on finishing it!

A:

I stumbled upon I'm Sorry, it's safe to say I am hooked! I just love the scenes with you and Jason together. Do any stories from real life make it into episodes?


Q:

Thanks!

A:

Thank you, JM is the best. This is our 5th or 6th job we have done together. We love it. And oh yes. Ass cubes, porn mom, racist daughter, asshole lesbians, rape therapy. Kind of all of it stems from something in my real life!


Q:

Hi Chris! I've been the biggest Megaman / X fan since I was a child and when I found your game on the steam market, I immediately saved up to grab it and it has given me so many hours of fun. A couple questions.

1) Favorite Megaman X game?

2) Is there anything that you really wanted to put into 20XX but haven't been able to, either because it is too hard/not enough time/too many other things taking precedent?

3) :)

A:

Thank you for the answer! Looking forward to more episodes!


Q:

1) X4. Love the fluidity of movement, the crispness of controls, and being able to play as Zero the whole way through. (No, I'm not counting X3 in the "Zero the whole way through" category. I wasn't anywhere near good enough for that.)

2) So many things -- and hopefully, after today's 1.0 release, we'll have time!

The biggest one's a solid level editor - the 20XX dream really goes infinite once we build a community of people using well-made tools to help build potential level pieces, and to get there, I'm going to have to build a good level editor. None of that would matter if we made a bad game, though, so we focused on making a good game first.

A:

Thank you! I do speak Spanish! It's the only other language I speak. so for the audition I just decided to speak totally normally and then for the few Spanish words go way over the top. And it worked!


Q:

I love the X series and all your answers have shown to me that our tastes even within the series are similar. I'll definitely be checking out 20XX.

A:

Thank you for the answer! Looking forward to more episodes!


Q:

Thank you!

A:

Thanks everyone. Been super fun! Have a great weekend!! xoxo


Q:

Awesome.

A:

i've got one more question (hopefully this isn't against the rule, this is my first time posting in an AMA)... for The Dick Picâ„¢ in Im Sorry, i saw the video of y'all washing dildos in the sink. that doesn't mean they were previously owned dildos right? or does Trutv draw the line for giving money meant to buy new ones? i must know!!


Q:

Here we go! Thanks for the kind words.

Paging /u/cityfires for more detail on soundtrack composition, but the guy's a miracle worker, and it helps that we work well together.

The OST will go on sale on Steam as a "DLC" package (not real DLC, just the soundtrack) as soon as Valve approves it, and I think we're selling it via one non-Steam site, too - following up with Cityfires about this now.

TL;DR - we'll definitely make sure you can get your hands on the soundtrack!

A:

hahahaha! No, they were fresh. But Joey Slamon, my showrunner, and I were rinsing them off because we had to put them in our mouths to show the lawyers what we hoping to show in the episode. Before you ask, you will never see those photos!!


Q:

What's next for Batterystaple Games after 20XX? Also, is Batterystaple Games hiring software developers by chance?

A:

Mustard or mayo?


Q:

For now, we're still full-steam ahead on 20XX. There's still a lot to do - at the absolute minimum, we're taking the game to PS4/XB1, and then we'll see about additional ports afterward. I intend to stay in games one way or another, but I'm not sure what that looks like yet. Regardless, I'ma be supporting 20XX for a long time.

We're not currently hiring! If I'm being honest, programmer's pretty far down the list for when we do. Anything could happen, though!

A:

always both. always.


Q:

Hey, Chris. Zero here. I'd just like to know two things.

First of all, since I got the game last year, I have:

  • encountered and reported bug after bug after bug.
  • submitted numerous suggestions, some great, some not.
  • clashed with you on more than a few game changes. Oxjack legs, that mortar segment
  • broken the game in ways even I don't know how. Three repeat daily glitches?
  • broken netplay many, many times. You reading this, co-op buddy?
  • just always keeping your hands full in some way. Even now. Where are we on that cheapshots list?

So my first question is; are you sick of me yet? We joke about it but I am legitimately curious.

As for my second question:

Will you be hiring play-testers for down the line for this or your next project?

A:

Hi Ms. Savage, can I ask, what is the best thing a director can do for you on set?

Thank you. :~)


Q:

Hey, bud! Somehow missed this one for a bit.

I am zero percent sick of you. (Get it?) Of course not - you've been a huge help these past few weeks, and I'd have to be a fool to think otherwise.

I have no idea what our future QA needs look like - depends a lot on the nature of the project, and we're going to be whole hog on 20XX for a good while yet.

A:

It kind of depends on the project really. TV directors are different in their role than movie directors. And it depends if I am on the set as an actor or a creator. But I would say be prepared, set a professional tone and respect the other professionals you are working with.


Q:

Hey! 20XX is a lot of fun. Congratulations on getting it out of Early Access! I have a few minor questions because everyone else pretty much covered what I wanted to ask about but I still wanted to participate. Oh well.

  1. Was there any specific reason for renaming the game from Echoes of Eridu to 20XX?

  2. What was the biggest roadblock you encountered during development? Is there something you wish you did way earlier in development?

  3. Were there any major inspirations for the game besides (obviously) the Mega Man franchise?

  4. According to the i.bin file in the game's directory the Charging Magnet item was used to be called "Mag-NEATO". Why is that not a thing anymore? That should be a thing, honestly.

  5. Is there anything specific you have in mind for the next update yet? Also, will 20XX eventually get additional content? Has the team considered DLC (besides the soundtrack, I mean) down the line?

Thanks!

A:

Hey Andrea! I know you're busy with your own show (love it!) but as the new season of iZombie just started filming I have to ask:

Might we see any more of Vivian Stoll? No body tends to means no death in genre shows, and we never saw her actually get on that chopper.


Q:

Echoes of Eridu was a super non-memorable name. It didn't evoke the inspiration, it said nothing about the gameplay, and it was hard to remember. Basically, it was a bad/unmarketable name, so we changed it.

We've had plenty of challenges while making 20XX, I'm not sure we've ever really hit a roadblock. I wish we'd settled narrative earlier in development - would have made our lives a lot easier toward the end.

Re: 3: Just the recent roguelike trend. I've always wanted endless, replayable Megaman X, it seemed like a good time to shoot for it.

4.

We're definitely going to continue to support the game, but we're not 100% sure what form that'll take yet. As I mention above, I'd really like to build good, solid level-piece authoring tools, so the community can get engaged in helping build the game's level diversity. Beyond that, just more content! Levels, bosses, augs, maybe even characters, etc.

A:

Sadly, I doubt it. I know that is not what you wanted to hear. Sorry!!


Q:

I would love to see this come to the Nintendo Switch; any plans for a console release?

A:

Hi Andrea! You liked one of my tweets once and it made my day!

I love I'm Sorry, it's definitely one of the best shows of 2017. It's Curb Your Enthusiasm for parents (and just as funny) Geez I need a question here, don't I?

How much of the show is based on things that actually happened to you?

Also, please tell me you've already been renewed for Season 2?


Q:

Yep! Working on PS4/XB1 first, then figuring out what's after that. (Maybe Switch - it's definitely our current next-most-likely option.)

A:

Thank you!! And most of the storied are based on things that have actually happened to me. That being said, lots of details and story points are based on other writer's experiences with similar events and exaggerated for comedic purposes! I am much less inappropriate in my real life. Even if I am thinking it, I know better than to say it. Well, usually. Oh god.


Q:

Who would win in a fight? 100 X sized Zeros or 1 Zero sized X?

A:

what is the weirdest cult or fad do you see emerging among fellow actors (besides scientology, juice cleanses, and improv)?


Q:

Seeing as they're about the same size, I'd say the Zeroes have to take this one as long as they can figure out what they're fighting fooooooooor.

A:

Someone told me they were training with a woman who specializes in relaxing your butthole. Apparently that is where we keep 90% of all of our stress.


Q:

Are you a Fox main, a Marth main, or a Mega Man main?

A:

"I'm Sorry" is so much like Curb. Was this part of the pitch?


Q:

Peach, back when I played a bunch of melee.

A:

Well I am a HUGE fan of Curb. That kind of show is my favorite to watch. So It was part of the pitch so much as in, it is a single point of view comedy where I play a version of myself. And the tone is very grounded, where you almost can believe these characters are real people in real relationships. But not in the tying together of stories, etc. The pilot has that element, but as a series is diverges there.


Q:

Does Mr. Coffee have a bomb in it?

A:

Which movie is better, Godfather 1 or Godfather 2?


Q:

You know it does, my dude.

A:

Do I have to choose? For reals...tied.


Q:

Nina or Ace, which do you prefer for your play style, and why?

A:

What's the weirdest question a fan has ever asked you?


Q:

Depends on the patch! I usually roll Nina when I'm playing Challenges -- I find it a lot easier to avoid damage for that sweet efficiency bonus -- and Ace if I've got to plow through and test a thing, but those are pretty far from set in stone. Few things in 20XX compare to a full Dracopent+Blender Ace run.

A:

Did you enjoy working on Togetherness? What's it like to be married to David Benioff?...People quite often think I am Amanda Peet.


Q:

Full Draco + Wave Beam was pretty close

A:

do you ever get confused for another celebrity (confession: when I'm Sorry started having ads, for a split second i thought you were Andrea Barber) or asked if you're related to another famous person (like ben/fred savage)? if so, has it lead to any funny/awkward exchanges?


Q:

no doubt

A:

Ha! Just finished typing an answer above. Amanda Peet. Often. And yes, people always have asked about Fred. No relation. I am not related to any of the famous Savages!


Q:

Any plans for a release on console?

A:

You used to do stand up. Are there any videos for us to watch?


Q:

We're actively working on ports for PS4/XB1, and figuring out what's coming after that.

A:

I actually don't know. I will have to find out. I never did a special, but there must be something, somewhere. I stopped around 2006, so it was right before it would have been posted on the internet automatically.


Q:

Hey hey, I told ya I'd be here later. =P

  1. The Piecemakers idea was (is/will be?) a great way of allowing users to expand upon 20XX by creating level segments, but it never really took off. Personally, I attribute the lack of submissions to the difficulty of using Tiled, which is a shame, since user created content is one of the best ways to strengthen a game's replayability. If it isn't already, could you make a proper level editor one of your biggest post-1.0 priorities? Edit: I asked this question before you answered it several times above.

  2. I was taking a look at the different branches 20XX has awhile back, and I have to ask... what is the pharoahman build?

  3. What are some ideas you seriously considered adding but never saw the light of day?

  4. What plans do you have for the Superfriends? We're still very eager to help =)

  5. What's next, now that 20XX is released? I know you've said that 1.0 is not the finish line, but what are some exciting ideas that you want to implement or try? Do you have plans for any other games?

A:

What was your favorite movie/show that you've done in your entire career?

Edit: I'm surprised I passed grammar school.


Q:

You are 100% correct (I hope) that Piecemakers' initial failure is because the level tools we provided (and used to make this game) are terrible. (To be 100% clear - nothing is wrong with Tiled - it's fantastic - but our specific implementation is very clunky, and hard to get a hang of.)

After the dust settles with 1.0, porting and a proper level editor are my highest priorities.

I'm pretty sure the "pharaohman" build was for a player a long time ago who had a crash only with the current build, so I gave him the previous build to play so he could still enjoy the game while I figured out his problem.

We've got a barrel of level mechanics that we'd love to put into future content -- as for stuff that never saw the light of day and is likely to stay that way, we (at one point) had limitless, unbounded permanent power progression, where you could use your ingame currency to buy endlessly stacking upgrades for everything, including speed. It made the game a clown fiesta of the worst caliber.

Who do you think I'm going to come to when I have a level editor draft? :D

We're still going to be so focused on 20XX for the next several months that it doesn't make too much sense for us to talk about what's next yet. You guys'll probably know first, though!

A:

Well. It would have to be I'm Sorry. Cause it's my other baby. But other than that. Probably STEPBROTHERS!


Q:

Any chance you'll put the game up on GOG?

A:

Not super likely short term - we use a lot of Steam's API for 20XX's various bits, so migrating is not cost-free. We'll have to address this anyway when we port to consoles, though, so there's a chance then.


Q:

Hey Chris! I love the game, thanks for making it so awesome.

What's your play style for 20XX? When you play, is there a particular build you gravitate towards?

A:

I usually let my first few Augs/Cores dictate my run - an early Owlhawk helm means I'm picking up a bunch of Powers, a Nut Replicator means I'll hoard and take the 10 nut bonus at level's end, a Plasma Blender means MUST TAKE ALL DRACOPENT ALWAYS, etc. The game's full of synergies, so I just try to let my early items dictate what should come next.


Q:

Are you aware that 18XX is a genre of train and economics related board game?

A:

I'm not! I love board games, though. Can you compare them to any "mainstream" boardgames I've probably played? (good mainstream like Catan/Dominion/Agricola, not bad mainstream like Monopoly/eating a flaming barrel of garbage with your hands)


Q:

A very incomplete comparison would be Ticket to Ride with a stock market added. That really doesn't do the 18XX games justice though.

A:

Neat. I'll see if I can rustle up folks to check it out.


Q:

I've always wondered: are you able to go back and play your own game for fun, or does knowing all the secrets take the excitement out of it?

A:

IT's definitely hard to play it for fun sometimes, but (more often than is productive) I'll get caught up playing the game when I meant to test something out. I'm pretty sure that's a good sign.

With a few of the optional difficulty skulls on, I still have a lot of fun just playing it. Had a run while I was testing today's release candidate that ended in a final boss fight crash (which we've fixed) after six consecutive bosses ending at 1-2 hp, which was pretty deflating.

My dream is to build a strong enough level piece editor that players make enough level pieces that I really get to play the game fresh - I made the game I wanted to play, and that would be the best.


Q:

Had the game since Christmas- it's amazing. But my question is:

Has anyone told you that you look like Sylar?

Seriously, congrats on the success and keep up the great work. I can only hope I'll be as dedicated and skilled a game designer as you someday!

A:

I've gotten Sylar a few times, yeah. I think it's a compliment! Thanks for the kind words.


Q:

In the game there are charged powers that you can only use if you get lucky enough to build a full set of randomly spawned OwlHawk gear (that disappears after your run) which I have yet to build in 25 hours of gameplay. Do you have any plans to allow players to charge powers normally like in megaman?

A:

Not at this time!


Q:

Since this IS an "Ask Me Anything"...

How do you like your eggs?

A:

s c r a m b l e d


Q:

Regarding some of the plans of Eridu, I remember Jam and Blitz were once talked about. Did their names and concepts come up in proper development for 20XX, or have they kinda sunk away since?

Side note, Sorry I couldn't have chipped in on the Kickstarter proper, I'd been looking aside at the time.

A:

No problem! They've sunk away entirely. If we get the opportunity to make more characters, those designs might influence us - or they might not.


Q:

Sick 1. 0 is out you actually made me break my early access boycott because it was just so much fun

My question is

How difficult was getting multiplayer to work in any capacity I've seen many devs say multiplayer just isn't worth the time effort and money was multiplayer always a design goal for you?

A:

It was always a design goal for us - maybe not a smart one. Online multiplayer specifically ended up being a huge time sink for me -- we don't really know how not having that involved would impact sales. That said, I learned a ton doing it, and am very glad I did it in hindsight - I'm just not sure I'd suggest it to someone starting out.

Thank you for the kind words!


Q:

Wait, isn't 20xx a Homestar Runner joke from long ago when they did the anime parody??

A:

That's 20X6! But we love that, too.


Q:

Just by watching the trailer for this, it looks very fun and amazing! Congrats on following your dreams dude. I don't really have a question but, since it's an AMA, how much, if at all, did your former job experience as cyber security play into you being able to code and design your game? Do you have any ideas for sequels or other games yet?

A:

Not any more than any other coding profession would have been, I don't think. I had to learn it all from the ground up - started with one of those C++ tutorials that's like "here's how you make a window with one triangle in it!" and worked my way up from there.

See above for future stuff - lots of ideas, nothing we can announce though! Focused on 20XX hard for now.


Q:

But had you stayed in cybersecurity, you could have been rich and retired by now? Do you ever regret it?

A:

Oof. Yeah -- we're doing well, but I won't pretend I have more money now than I'd've had staying in cybersecurity. On the other hand, I get to do what I've dreamed about doing my whole life, so that's pretty rad.


Q:

How does it feel knowing your game is getting better reviews than Mighty No. 9?

A:

We're very proud of our reviews!


Q:

Hey Chris, I bought 20XX many moons ago, and do love it. But one thing I would love to see is a non-procedural, non-roguelike game type. Any chance of that happening in the future?

A:

Hey! Not super likely from us any time soon, but we aren't really ready to talk about what's after 20XX. Anything could happen!


Q:

Just to clarify, I meant a non-procedural game type in 20XX.

A:

Yep! The weekly challenges are the closest thing to this we're likely to do in the near future. (They're the exact same level set for an entire week with unlimited tries.)


Q:

Hey! This game looks great! I've been following it for a while, but haven't picked it up yet for financial reasons. Looking at the trailer, my main concern is that there were lots of flashy effects happening on screen. Is the platforming ever difficult with lots of visual clutter like that?

A:

It's a bit flashy, but we also cherry pick explosive moments for the trailer. The platforming is difficult, but not because of visual clutter. :)


Q:

I'm a huge fan of MMX myself! I love good platformers and I think the rogue like elements and procedural generation are interested. In-fact I wanted to buy 20XX because it looked so great previously but one thing was holding me back:

Any plans to release a Linux version?

A:

There's a decent chance we do mac/lnx after PS4/XB1 - really depends on effort level. Most people say it plays fine in WINE!


Q:

Hey Chris, congrats on all your achievements!

I'm a mid-30's guy in a completely different industry than game development who is currently on the fence about making a career switch. I have zero programming knowledge but tend to have a creative personality, and game making always fascinated me. I have the fortune of having started a very modestly successful business, so I would have some income from that to keep me going during my learning period. My wife is supportive of my goals.

My question(s)... am I doing the right thing? What has been the good and bad about changing careers at this point in life? What would you have done differently in the beginning to better prepare yourself for today?

A:

If you're either a talented artist or a talented programmer, it's worth considering. If you're neither of those things, try and become one as a hobby first - small teams don't really have much room for anyone who isn't one of those things first. (Alternatively, if you have an incredibly clear vision and the money to do it, you could hire both, but that's very rare in small-team gamedev. If you've run a successful business prior, that definitely gives you a leg up there.)

Keep in mind that no matter what you do, we're currently in the middle of a very, very difficult time to stand out and compete as an indie dev. Don't do it if you're not okay with the (high) risk of losing the money you invest if it doesn't work out.


Q:

Would you care to share some insight on what the financial ramifications of going solo like this are? I'm studying to be a software developer and I'm prepared to work my entire career in a "practical grownup" job, but my dream is really to make video games. Is quitting your job and making a game the tech equivalent of moving to LA to become a movie star, or is it more down to earth than that?

A:

It's maybe slightly more down to earth than that, but it's not a good financial decision. It wasn't for me, either - even after working my ass off and releasing a game I'm super proud of, I'd still have more money if I'd stayed put.

Games are a crazy crowded space right now, but there's always room for standouts. Be prepared to support yourself and your team for twice as long as you initially think is necessary - it's only more reasonable than moving to LA to become a movie star because making a game with a small team is something you can absolutely do without external influence, but you can't really "make it on your own" in LA (I think?).


Q:

That's really helpful! Thanks for putting thought into answering, and I wish you nothing but success with 20XX.

A:

Thanks!


Q:

Any plans on releasing it on the PS4 or Xbone? As a big couch co-op fan, I would definitely buy!

A:

Hey! See above - we'd love to release on both, and are actively working on it.


Q:

How did you find a team of people to work with? Did you start with smaller game projects before this or did you just jump in with a big one? I'm in a similar situation and I'm trying to figure out what my next step should be.

A:

Hey! I actually built pretty much the entire team through reddit one way or another. I'm not sure I recommend that, but it worked for us. (Our artist and composer game through /r/gameDevClassifieds, and I found our business guy through an /r/gamedev suggestion that I go to an IGDA meeting.)

I built a tiny proof-of-concept platformer before 20XX, but nothing major. I don't really recommend this tack - it was super risky, and it'd've been really easy to lose everything. We got pretty lucky.

Start small, and build incrementally on that. Do it a lot. (How small maybe depends on your skill set, connections, and what industry you're moving from.)


Q:

What do you think of 8 bit mega Man games and have you tried mega maker?

A:

They're great - I grew up on them. I haven't gotten to try Mega Maker yet, but I'm really looking forward to seeing it in action!


Q:

What are your favorite pieces of music from the X series? There are so many good ones, but Storm Eagle stage music is the one that makes me feel most like a hero.

A:

Almost answered "Storm Eagle" before finishing reading your question. It'll always be on top. After that, I love a bunch of tracks from X5 - X vs. Zero will always be pretty awesome in my book.


Q:

Who hurt you so bad to allow those sky temple levels?

A:

:D


Q:

Two quick questions:

  1. Are you also a fan of the Megaman Battle Network series?

  2. If so, is there any possibility of you guys making a game based on that style of gameplay/battling?

A:

I'll freely admit I haven't played much of those games. The combat's super different, and didn't immediately click with me. LOVE the music, though.