To use humor as a basis to establish familiarity, and to edify the player, before transitioning into a character tone that feels sincere and engaging.' Even when the context of a character is fantastical, (like a robot girl from space, or a demon boy, or something) we want the dialogue to flow naturally. 'We always start with a desire to create charming, interesting, believable characters. She describes Crush Crush, and its spin-off featuring anime boys Blush Blush, as being different to other NSFW games in part due to the studio's approach to writing, which she speaks about passionately.
'We took a gamble on a riskier idea with far less resources behind us, because we felt we had something interesting and worthwhile to pursue,' Long says. (Before that, Long spent seven years working at Disney on art for the MMO Club Penguin.) It was during her time at AdVenture Capitalist studio Hyper Hippo that Long began dreaming up the personal project that became Crush Crush, and which necessitated the founding of a new studio. if a game contains content where people have consensual, enthusiastic, loving relationships involving any hints of sexuality… Well, those games get shunned.īefore creating Crush Crush, Long and several other developers at Sad Panda worked on one of the most popular idle games on Steam: AdVenture Capitalist.