What this game offers which makes it unique (an introduction)


Hello. I am developer number two, who shares this account.


Obviously, if talking about aspects which make this game unique when compared to most other indie, shoestring budget games, is that whilst essentially 2 to 3 people worked on making the game, we ended up gathering a total of 59 people for voice acting and 2 people for music production.

Of course, there is appeal to reading dialogue in text format only (especially when it comes to production time.) But in this sense, working with regular people, obtaining good performances from them and organising and editing their sound files, made the production feel more than just a game. At times it felt like making an interactive digital theatrical media - as pretentious as that may sound. But you'll see/hear what I mean.


I don't mention this number of collaborators to brag, but rather to highlight the direction of priorities, ambition and experimentation we wanted to go in. And I must mention, we spent no money making this project (aside from purchasing a copy of multimedia fusion to create the game with for around 112 pounds or something).

In essence, I am proud of the precedent we have set, that we could bring together over 60 people and have them collaborate and invest into a large project with no financial incentive, nor even an incentive of notoriety or reward. It may be a personal interpretation and angle, but in a world which can often be perceived as a vessel which one has to hustle in, it's nice to see proof that people can come together and expend energy and time to create something without being driven by a cynical focus on monetary gain or venal advantage.

Right, forgive the flowery writing. Still only just coming out of dialogue writing mode.

Long story short, this game will give you the audio and cinematic experience. Albeit, amateur and flawed.


This brings me on to my next point:


It was never verbally expressed between us, but both of us developers tacitly knew and agreed that our mission statement was:

"We are not making a product."

I would like to post that at the top of every article we write here, thought it may come across as an immature excuse to deflect any criticism we receive. But I can't lie about it. That was the driving essence of the project.

What does that really mean though?

Well, in the short hand from one perspective, I've heard games often described as art. However, all I've mostly seen are products. At some point for a game to function as a game, it must meet certain standards of functionality. And additionally, in that realm, it must appeal. At some point, that requisite to appeal may override the aspects of the production which may count as art. (Don't worry, this game is no exception either in terms).

There's more to say about this. And I will write about it in part 2 or in the comments if anyone is interested. (Apologies for inevitable late replies) but again, to sumate; art - which can get interpreted as a production designed to be beyond definition - was a priority which some of us wanted to override the obligation to be a product, which this game had.

This game will be an experience, unconcerned as to whether or not it can make you purchase it or not.

...for better or worse.

Get KILLING MACHINE: Movement

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