Behind each recreation is an untold story, and The Hilltop Funeral is not any exception. From adjusting to distant collaboration to having their whole recreation idea scooped, the crew at BROKENCIGS has gone by way of no scarcity of hardships in creating their diabolical co-op coffin provider.
The Hilltop Funeral, which is at the moment out there in early entry on Steam, sees two gamers piloting pallbearers carrying a corpse in a coffin to a funeral residence. Difficult ranges and puzzles require tight coordination to beat whereas maintaining the lifeless ragdoll physique in its open casket. This gameplay is paired with a Tim Burton-esque artwork model, goofy dialogue teeming with darkish humour, and a shocking story the builders are maintaining tight-lipped about till the sport’s correct launch.
After letting us in on information that the sport will obtain Change and Change 2 variations, we sat down with director Luke Li and lead developer Cindy Fan to study extra concerning the recreation, their journey, and the realities of modern-day indie recreation improvement.
Nintendo Life (Tim Rattray): This can be the primary time readers are listening to about BROKENCIGS and its video games. Who’re you and your studio?

Luke Li: I’m Luke, the director and lead recreation designer on The Hilltop Funeral, and we’re BROKENCIGS. We’re a New York-based indie recreation studio based two years in the past. We create video games based mostly on our ardour and what we prefer to mirror our crew of numerous people.
Cindy Fan: Hello, I’m Cindy, the lead developer and a designer. Initially, Luke, we shaped our firm three years in the past, as a result of it’s now 2026.
Luke: Oh rattling, it’s already been three years?
Cindy: It’s scary to consider.
It’s fascinating that you just famous your New York roots, because it’s not a metropolis that always comes up in talks of recreation improvement. Why select to maneuver there from China to develop your video games?
Luke: For indie builders in New York, persons are extra targeted on engaged on one thing they really feel they’ll categorical themselves with. I’ve all the time felt that working by yourself recreation meant that you just’re utilizing it as a medium to say what you wish to say, expressing your personal creativity and concepts.
I’m not saying Chinese language indie builders aren’t doing that as a result of I don’t know an entire lot of them, however with the video games [they’re submitting to] publishers, it looks like lots of the time persons are simply attempting to make one thing that’s going to explode. And so they preserve doing that time and again, attempting to make one thing that’s in a well-liked style and seeing if all of it works, as a substitute of constructing the sport they wish to do.
With us, coming from China to work on indie video games in America, the writer [Wise Games] believed we may completely mix our tradition, identities, and backgrounds as Chinese language individuals with our expertise doing recreation improvement in New York, leading to one thing even higher.
Cindy: The place I dwell in Florida, there are few recreation developer occasions [unlike the many found in New York City]. As soon as you allow New York Metropolis, you realise how treasured they had been to you.

That transfer occurred in the course of the improvement of The Hilltop Funeral, proper? How did you adapt to distant work?
Cindy: Again after I first moved to Florida, I felt lots of stress being the one crew member not in New York. It was again once we first shaped the studio, and I had this sense of, “Possibly they are going to kick me out.” I moved to Florida as a result of one, the lease in New York is simply too costly, and two, my associate is right here finding out at college. I had zero mates and felt that stress of considering I would get kicked out, so for the primary few months it was actually exhausting.
We now have this factor once we’re working the place now we have particular person Discord voice channels that we keep in whereas working. So, you may hop into one other individual’s channel to talk with them. As soon as we figured that out, it felt fairly much like being in individual the place I may flip round and speak to Luke. Now that we’re used to that workflow, it’s turn out to be a lot simpler — for me, at the very least — to adapt to distant work.
Luke: Yeah, it’s all interconnected right here. There are such a lot of occasions occurring by Playcrafting, GUMBO, Wonderville, and others. Slowly, you realise that it’s a small however large circle of recreation builders in New York, because you meet somebody at a random gaming occasion and discover out in addition they go to this different factor you additionally attend usually. It feels good to be part of this neighborhood, whether or not it’s Indie Recreation Dev Evening or Recreation Devs of Colour Expo. Each time we go to those occasions, it feels such as you’re a part of it straight away and that actually makes us really feel like we’re making the suitable option to be engaged on our dream video games and pushing ourselves ahead in a metropolis that’s stuffed with so many gifted individuals, sources, and alternatives.
After we based BROKENCIGS, it was really useful that we should always discovered it in Delaware due to tax incentives. We had been like, “That is smart, however having your studio in New York, that’s a lot cooler.” We’re a New York studio, and it feels higher [to be based here]. It seems we made the suitable choice as a result of with out doing that, we might have missed out on so many alternatives that help New York-based groups solely. We had been actually honoured to attend Tokyo Recreation Present with Empire State Growth.

Let’s speak concerning the recreation. How did its improvement come about?
Luke: [Our friend] Sam, Hailey — considered one of our artists — and I did a small challenge again at school that was very physics-based. It was type of much like what now we have proper now. What occurred was that initially of final yr once we had been engaged on Inkression, which is our ‘fundamental’ recreation, we had been very targeted on looking for it a writer. Throughout that point, we thought it’d be good to take a little bit breather and work on one thing that’s decrease stress. We had been feeling lots of stress with Inkression as a result of the story could be very critical, so we thought, let’s give attention to one thing that’s extra goofy, silly, humorous, and smaller in scope.
So, we received in contact with Sam and instructed him, “Hey, we had this concept again within the day and we wish to restart it and switch it into an precise factor. Would you prefer to work on this collectively?” He gladly agreed.
Proper, the sport is a collaboration between two studios, yours and Sam’s [Fumigawa Studios]. This appears difficult given that the majority crew members now work remotely.
Luke: There’s one thing extremely encouraging about working with individuals outdoors our instant crew. They inject new character and perception into the challenge, opening doorways we’d not have seen in any other case. In fact, the problem is discovering the suitable steadiness. Each studio has its personal priorities, and it is our duty to handle that partnership with empathy. It’s about discovering that candy spot the place the sport prospers, however nobody — on both facet — burns out.
One of many best obstacles you confronted within the improvement of The Hilltop Funeral was having the concept scooped by a number of different video games.
Luke: It’s actually humorous as a result of we had the concept, and for years we didn’t contact on it. The second we determined to begin making it, we began seeing all these comparable video games, like one the place you carry a sleepy king. There was this one recreation that’s precisely like ours in that you just’re carrying a lifeless physique inside a coffin, however the gameplay could be very totally different.

It’s humorous as a result of the second you see a recreation that’s similar to the one you’re engaged on that you just thought was unique, you do really feel a little bit intimidated. However we went to play all these video games, and it turned out every’s gameplay was considerably totally different. No less than, our recreation is modern within the gameplay choices it gives the gamers. In lots of these different video games — and it’s going to sound like I’m speaking s**t — it’s much more about platforming as a substitute of balancing [the coffin]. Our recreation is a platformer, however the bottom line is that it’s important to raise the 4 corners of the coffin and steadiness the corpse inside.
Cindy: And we even have the dialogue.
Luke: It provides flavour. The 2 characters have a very fascinating dynamic which has been the important thing spotlight to many, many [early access] gamers. They could complain concerning the degree being too exhausting or the corpse being too floaty, however all of them just like the little dialogues these two characters have alongside the best way. It’s very becoming for the vibe and artwork model we’re attempting to go for.
Cindy, what’s it concerning the dialogue that stands out to you?
Cindy: It’s considerably much like Getting Over It with Bennett Foddy the place if you fail, he says one thing provocative or kinda silly. You tone down the frustration by having humorous dialogue. The dialogue additionally exhibits up if you’re enjoying, not simply if you fail. As a result of — and never in a foul means — the sport is sort of repetitive because you’re attempting to do the identical job time and again, having that dialogue actually provides to the enjoyable.
Additionally, when translating the sport to Chinese language, there are some jokes that solely work in English. So, I want to exchange them with Chinese language jokes with an identical vibe.


The sport is being developed for PC first, however with the Change model in thoughts. Are there any challenges you’re anticipating in porting The Hilltop Funeral to Change?
Cindy: One factor I’m a little bit fearful about is the facet ratio. Our artists are actually impressed by outdated motion pictures, so they need the sport to be in 4:3. This was pressured onto gamers in older variations, however then we realized that lots of gamers—together with streamers—needed to play in 16:9. I really feel like we can not do 4:3 on Change as a result of it’s already a small display screen [in handheld mode].
I feel some builders do have different-sized UI fonts for enjoying in handheld versus docked, in order that’s one thing we additionally want to think about, particularly if we’re going to do one thing like [a race mode we’re working on] the place there are going to be eight gamers on-screen competing with one another.
One thing I wish to do is utilizing the Pleasure-Con’s movement controls to raise the coffin. That will be difficult as properly, since I do know that’s more durable to control than simply urgent the set off buttons.
To me, the sport feels prefer it’s designed for sofa co-op with Pleasure-Con.
Luke: Yeah. Plenty of the time when engaged on this recreation, I used to be fascinated with faculty days when my mates and I sat on my sofa utilizing a brilliant small monitor to play Overcooked, Tremendous Smash Bros., and different co-op video games on Change. So, I can nonetheless image individuals sitting there, enjoying this collectively, attempting to steadiness and carry the corpse by way of a degree. On a pc, it’s more durable to get individuals sitting collectively for native co-op.
Will there be any variations between the Change 1 and a pair of variations? And when do you anticipate the sport releasing?
Luke: Apart from a graphics and backbone improve [on Switch 2], we should see if the Change model is ready to help the eight-player mode. It might be taxing on the {hardware}, as our maps for these are rather a lot greater than the conventional modes. The essential modes will all be there on Change, although.
We’re trying to launch the complete 1.0 launch [on PC] later this yr, with the Change port occurring within the first half of subsequent yr.

To log out, let’s ask the burning query: what’s your favorite Change recreation?
Cindy: My favorite Change video games must be the 2 Legend of Zeldas! I feel I spent greater than 600 hours on each. I actually love the surroundings design and the way the video games utilise gamers’ curiosity and information them to particular places on the map the place occasions and quests occur. That feeling of discovery could be very inspiring to me as a recreation designer.
Luke: It’s exhausting to select a single favorite when my faculty years had been outlined by the chaos of Mario Kart and Smash in my tiny lounge. However Animal Crossing will all the time maintain a particular place in my coronary heart. It gave us a world to inhabit collectively in the course of the pandemic, providing an area to hang around and discover pleasure when the bodily world felt so far-off.
Thanks to Cindy and Luke for taking the time to talk with us.
In addition they needed us to let Nintendo Life readers know that in addition they plan to carry their marquee recreation Inkression — which makes use of tattoo artwork to discover the tales of a dying gentrified neighbourhood — to the Change. A demo for that recreation is obtainable on Steam.


