Already greenlit on Steam,Super Dungeon Brosis scheduled to appear on Kickstarter on May 27th.

Ive read thatSDBbegan as a competition entry for the Kill Screen Create Contest.

But can you tell me how you arrived at the colourful, quite playful design you have now?

More and more developers seem to be ignoring local multiplayer.

How important was it for you to make this a feature ofDungeon Bros?

We placed equal importance on local multiplayer as we did online multiplayer.

What led you to remakeArchonas Reacts first game?

What games have influenced you in the making ofSuper Dungeon Bros?

I detect a strong hint ofGauntletin what Ive seen so far.

We have over 32M unique dungeon combinations so no two dungeons will ever likely be the same.

Will there be the opportunity for players to design their own dungeons?

Whats been your approach to designing SDB?

This concept came about through playtesting when we noticed players picking each other up to throw them around.

We instantly thought, this HAS to be in the game as a super power attack!

From there its simply a case of balancing.

Youve created games for a variety of platforms, including mobile, Facebook and PC.

Is one more favourable than the other in terms of getting your game played and making a decent profit?

Has the expansion of mobile also made it competitive and more difficult to get your game played?

Mobile is very acquisition focused and its more about the numbers than building something special.

Its relatively easy to develop a game nowadays, but commercially it can be hard to make a profit.

Working with the right partners is crucial and can make all the difference.

Where can you see React going in the future?

They may or may not be quirky games but well definitely see to it theyre fun.

Chad Lee, thank you very much.

Super Dungeon Brosis due for release later this year on PC, Mac, PlayStation 4 and Xbox One.