Killian said he wanted to make a fighting game without the accessibility barrier of complex controls – thereby exposing the real skills at the heart of competitive fighters.
“When you look at the essence of fighting games, the core elements of the game – not the upper-level, really-advanced-player stuff – is locked behind this huge execution wall,” he said.
“You have to grind, basically for six months. Depending on your level of natural dexterity, free time and things like that, you’re looking at one month, six months, a year to just become totally proficient with the basic moves of the game. Fireballs, uppercuts, that kind of thing. Basically, at that point, once you become proficient at those kinds of things, then, now, you are playing fighting games.
“It doesn’t mean that you’re actually good at fighting games.”