Interview with the Developer of Kidbash: Super Legend

We were super impressed with Kidbash: Super Legend when we first saw their trailer and were considering it for this month’s showcase. And, after personally playing a bit of the game and seeing how smooth it plays, this is going to be one to look out for, for sure! 

A huge thank you to the developer of Kidbash: Super Legend for answering my questions about the game and for being a part of the showcase.

  • Can you tell me about the team behind Kidbash: Super Legend?

Kidbash: Super Legend is a collaboration between two teams, Authentic Remixes and Fat Raccoon. Authentic Remixes is the original creator of the Kidbash IP, which actually started back in 2019 as an Art Toy. At the time, we weren’t even planning to make a game. We were more focused on building a universe around the character. But as we developed the Kidbash characters, we realized they'd be perfect for a game. So we teamed up with Fat Raccoon, who brought in their game dev experience, and turned the concept into what it is now.

  • What is the story of Kidbash: Super Legend? Who are a few characters you’ll meet in the game?

The story follows Kidbash, a hero with amnesia who wakes up in a mysterious world called the O.D.D., a place where forgotten video game characters reside. As for the characters, you'll meet folks like Jim, he used to be just an NPC from an old-school farming game. You can probably guess which one. He was forgotten in his original game because he was just a background NPC, which is why he ended up in the O.D.D. And since farming games didn’t really have big conflicts or heroes, when he sees someone like Kidbash saving the day, it’s a huge deal for him. That’s why he ends up fanboying Kidbash and becomes really close to him. Then there’s Snatcher, one of our boss fights. She’s a pirate villain who originally came from a puzzle game, kind of like Puyo Puyo. The thing is, while her original game was fun, nobody really remembers her as a character. In that game, she never got to be evil or do anything action-packed, but now in the O.D.D., she finally gets to live out her full pirate fantasy. And of course, there’s Kidbash himself. Unlike the others, he doesn’t remember what game he came from—he only knows he wants to be a hero. That mystery around his identity makes him really special in the world of the O.D.D.

  • Can you tell me more about the gameplay of Kidbash and the roguelike elements in the game? Can you explain how the Mix Weapon mechanic works? 

At its core, Kidbash is a roguelike action-platformer. The goal is to climb Rogue Mountain and defeat the final boss, Tao Shen Long. To get there, you'll journey through 3 tiers, each with its own biomes and bosses. As you make your way up, you'll collect resources during your runs that will help you progress. And yeah, even when you die, it's not a complete loss! The resources you've gathered can be used to upgrade the village, which in turn makes you stronger for your next attempt at Rogue Mountain. As for the Mix Weapon mechanic, this is what we think really sets us apart from other roguelikes. When you defeat enemies, you'll fill up a Mix Bar. Once it's full, you can combine your first and second weapons to create a brand new, unique, and more powerful weapon. We actually got the inspiration for this from games like Kirby 64 and Gunstar Heroes.

  • Can you explain a little bit about how your progression and character development is tied to the village in the game?

The village is kind of your home base and emotional anchor. Between runs, you can interact with villagers, do quests for them, and build relationships. As their trust in you grows, you unlock permanent upgrades—what we call meta progression. These upgrades also help you on future runs up Rogue Mountain. Each villager has their own story and personality, and getting closer to them makes the world feel more alive. Plus, it gives Kidbash more purpose than just "beat the boss"—you’re also helping this little community grow.

  • What kind of weapons are there in the game? What kind of mods are there? 

Right now, we have four main weapon types: sword, gun, bomb, and fist. We're hoping to add more in the future, but we'll see how it goes! As for mods, we actually call them power-ups in the game. These power-ups are inspired by classic video games, and you might recognize some of them. Think stuff like Mario’s Fire Flower or Mega Man’s Leaf Shield, but now they’re roguelike-ified. You don’t just get one; you can stack and combine them. So you might end up with a fireball and a spinning shield at the same time, and if you mix your weapons, the power-ups carry over too. Like, if one weapon has fire and the other has electricity, the mix weapon might burn and shock enemies simultaneously.

  • It looks like Kidbash takes place in multiple different areas. What’s your favorite area of the game? What was the most fun to design? 

Definitely the snow train level. Because it takes place on a moving train, the level design has a lot of built-in limitations—but that actually made it more fun to work on. It’s tighter, more intense, and completely different from our open-level areas like the riverside or cavern stages. Constraints really pushed us to get creative with the gameplay there.

  • What does “indie” mean to you?

Being indie means you don’t have a big budget, but that’s not a bad thing. It means freedom. You get to try weird ideas, explore risky mechanics, and tell stories that might not pass a pitch at a AAA studio. Sure, we have financial limits, but we can be way more experimental. Some of the most exciting, heartfelt, or just plain strange games I’ve seen came from indie teams. The industry needs that. We need games that dare to be different and indie is where that happens.

Kidbash: Super Legend is available to wishlist on Steam now.

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