Bennett Foddy, the developer behind games like *QWOP*, *VVVVVV*, *Getting Over It*, and *Ape Out*, is known for his comedic touch. His next project, *Baby Steps*, created with Gabe Cuzzillo and Maxi Boch, continues this tradition. The game’s humor comes from spontaneous, often silly, conversations between Foddy and Cuzzillo. They don’t shy away from mistakes or awkward moments, and the unpredictable topics keep the experience fresh and surprising for players.
“Make At Least One Person Laugh”: The Humor Of Baby Steps
I learned from the developers that when they were figuring out the funny parts of *Baby Steps*, they really took to heart something Patricia Highsmith said: basically, if *they* were entertained enough to finish the game, then players would be too. It’s why the dialogue feels so natural! They just improvised back and forth, and if they made each other laugh, they kept it in. Apparently, that’s why Gabe included so many of the moments where I, well, messed up my lines – they genuinely found those funny while they were making the game!
During the creation of *Baby Steps*, the team decided to add lines that the actors made up on the spot. They originally planned to tell Nate’s story using only text, but discovered that having characters actually speak their lines was funnier. According to Cuzzillo, this approach felt fresh and unique for a game. “It seemed like it would be fun, so we really started to focus on using more improvised dialogue,” he explained.

Improvisation Shaped Both The Game’s Humor And Nate’s Character
While creating the conversations for their game – a unique experience focused on walking – Foddy and Cuzzillo gradually developed the character of Nate, the central figure who is struggling in life. Cuzzillo explained that as he and Foddy recorded the dialogue, he began to understand Nate better and even found common ground with him.
After interacting with people, I sometimes feel like I can express a certain side of myself through Nate. It’s partly because he’s incredibly awkward, but also because he has a very relaxed and unconventional way with words – he often struggles to find the right ones, or only has a general idea of what he wants to say.

The game’s humor is a unique blend of the silly and the thought-provoking, which fans of the developers’ earlier work, like *Getting Over It with Bennett Foddy*, might recognize. According to Foddy, much of the comedy came from intentionally confusing his collaborator, Gabe, with complex ideas and wording. He also mentioned that the dialogue in *Baby Steps* was heavily inspired by the improvisational style of the TV show *Dr. Katz Professional Therapist*.

What I really liked about *Baby Steps* is that the humor wasn’t constant, which is cool. The creator, Foddy, explained it’s like horror – you can’t be scared *or* laughing all the time. They wanted the chill, slow walking to give you a break and let the jokes actually land. Boch, another person on the team, felt their humor was different from most other funny indie games. A lot of those games just throw jokes at you constantly, but *Baby Steps* gives you a breather, and that’s what makes it work so well. It’s a nice change of pace.

Players looking for laughs in *Baby Steps* will find plenty, especially when navigating challenging or secret areas. It’s well worth going out of your way to discover these moments, as the game’s spontaneous humor is sure to bring a smile to your face.
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2025-09-17 18:09