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# Chatting with Kepa Auwae, the man behind Punch Quest
- URL: https://www.killscreen.com/chatting-kepa-auwae-man-behind-punch-quest/
- Published: 2012-10-29T21:30:32.000Z
- Updated: 2015-11-17T14:50:51.000Z
- Description: Chances are if you see a Kill Screener on his or her phone in the office these days, they aren’t texting. They are playing Punch Quest, the free-to-play infinite PUNCHER. The point of the game is that stuff keeps getting in your way, and you keep punching it. In a way it’s like you are a quest, of p
- Author: Joseph Bernstein
- Tags: News, #wp, #wp-post, #Import 2024-07-26 09:39

![](https://storage.ghost.io/c/25/84/2584b75d-4bd6-4cce-8259-f1d1c65abbb5/content/images/previously/wp-content/uploads/2012/10/piunchqwest.png)

Chances are if you see a Kill Screener on his or her phone in the office these days, they aren’t texting. They are playing *Punch Quest*, the free-to-play infinite PUNCHER. The point of the game is that stuff keeps getting in your way, and you keep punching it. In a way it’s like you are a quest, of punching. Anyhups, we got on the phone with the man behind this orgy of punching, Kepa Auwae, one-third of the indie developer RocketCat.

– – –

*Kill Screen: How did you get into development?*

Three years ago, I was a pediatric nurse and was working night shifts. I was playing indie games on my laptop because nightshifts are really slow. I just decided that I wanted to make videogames.

I went to a chat channel about A*sheron’s Call* and one guy was a programmer and one was an artist and I said “let’s make some games!” and they said “whatever!”

We made *Super Quick Hook*, which made enough money to allow us to go full time.

*How did you get the idea for Punch Quest?*

I wanted to do a more accessible game; the games we did before were hardcore platformers. These are very niche, difficult games.

We wanted to make a game that people could actually play, and wanted to try out free to play. This, though, may have been a mistake.

*Why?*

People aren’t buying the downloadable stuff. The game has made almost no money.

*Can you rerelaunch it as a paid game?*

That’s one option.

![](https://storage.ghost.io/c/25/84/2584b75d-4bd6-4cce-8259-f1d1c65abbb5/content/images/previously/wp-content/uploads/2012/10/kepa.jpg)

*What were our inspirations for the game?*

Roguelikes for the dungeon system. *Street Fighter* and *Final Fight* for the combat; just fighting games in general. You know, there were Street Fighter tournaments where people master the game and people memorize frame times, but when I grew up playing *Street Fighter* I just jumped around and mashed buttons and I wanted to make a game that could be played both ways.

*How did you arrive at the art style?*

Originally we wanted it to look like *Ring King*; during the development process we got into a weird mix of *Castlevania* and *River City Ransom*.