Interview With Gylee Games and Building Their Decade Long Dream “Ra Ra Boom”
Ra Ra BOOM!, the new game from Gylee Games, has a wild premise: ninja cheerleaders fighting rogue AI. To gain a deeper understanding of the game, we sat down with CEO Chris Bergman to learn about how he conceived the idea and the inspirations behind the game’s core message of friendship.
Interview conducted with: Chris Bergman, Gylee Games CEO
The Rise of Machines
MP1st: Ra Ra BOOM is a game that’s been in the making, or at least on your mind, for decades now. How has the original vision for the game changed and evolved over that time?
Chris Bergman: It’s interesting. The original vision has maintained steadily throughout. I always knew I wanted to make a new beat ‘em up. Ra Ra BOOM had the name before even any characters or ideas, so the name really drove the idea. I think our iterations on the beat ‘em up genre is what changed over time. We found fun in adding shoot em up elements and lane-based combat.
MP1st: What’s behind the naming, “Ra Ra BOOM”?
Chris Bergman: I bought the domain name in 2008 because I liked how it sounded. It seemed fun and whimsical to me. I had no idea it’d end up being our first video game until a decade later!

MP1st: What would you say have been the main inspirations behind the game’s world and characters?
Chris Bergman: For the world, I thought it would be interesting to show a colorful post apocalyptic world! What happened if the AI took climate change seriously and cultivated Earth like a bonsai tree. As for the characters, they’re all inspired by people that have been close to me and are important to my own life personally. That, and a dash of my own insecurities.
MP1st: The game’s premise, ninja cheerleaders from outer space fighting rogue AI, is wonderfully wild. How did you land on this specific concept, and what’s the core message or “coming-of-age story” you’re trying to tell through it?
Chris Bergman: The concept came about through the name Ra Ra BOOM. What would that be? Well, obviously, cheerleaders blowing stuff up. Then, it just kind of evolved from there. The core message is about friendship. Friends are there to be your emotional support system. To lift you up when you’re insecure or frustrated. To hold you accountable to your own truth. To go on adventures together.
From Dream to Reality

MP1st: The characters are described as being inspired by real-life women and dealing with emotional themes like grief. How did you go about translating these deeply personal inspirations into a high-energy, campy beat-’em-up?
Chris Bergman: It’s a tightrope walk of balance! I think campy characters can have a ton of depth if you’re efficient in your storytelling. That was key. Have these moments come across quickly but powerful.
MP1st: The beat ’em up genre has had quite the resurgence over the last few years. Did the sudden growth in popularity contribute to being the right time to make Ra Ra BOOM?
Chris Bergman: It’s been great to see the genre come back, just as a fan. I’ve really enjoyed some of the amazing newer beat ‘em ups that have pushed the genre forward, and I’m grateful we get to be a part of that.
MP1st: What has been the biggest challenge for you and the studio in getting this project made?
Chris Bergman: It’s been challenging being the only studio in Cincinnati. It can be quite lonely trying to build something brand new. Thankfully, we’ve had plenty of mentors, such as Wes Keltner of Gun Interactive, reach out to help guide us and give us that support we needed.

MP1st: What’s been the most fun part of making Ra Ra BOOM, the moment where you thought, “This is why I love making games”?
Chris Bergman: Every single character design, enemy design, and boss design. I delight in creating big worlds. To see these ideas that live inside your head become fleshed out and visual. Real. There is nothing better than that feeling.
MP1st: What’s the one thing you want players to feel when they finish the game?
Chris Bergman: I hope they fall in love with the characters. They’re likeable. They’re wholesome. And they’re a great group of friends.
MP1st: The game is skipping the Nintendo Switch. Any reason why? Is there a potential for a release there?
Chris Bergman: We love the Nintendo Switch! For now, it’s about finding time. We’re an extremely small team with limited resources.

MP1st: A fun one. If you could go back in time and tell yourself something back when you first came up with this idea, what would it be? What’s that big advice you can give to all those aspiring developers out there?
Chris Bergman: It’s a marathon. A long, long marathon. Hydrate. Take care of your mental and physical health. Get sleep.
MP1st: Anything you would like to add, or say to close this interview off?
Chris Bergman: Thanks to everyone who’s played the game and given us amazing feedback and love! It means the absolute world to the team!
That concludes our interview with Gylee Games CEO Chris Bergman. Would like to say thanks to Chris for taking the time out of his busy schedule for this interview, and I wish him and the studio the best of luck with Ra Ra Boom.
Ra Ra Boom is now available for purchase via Steam, and in case you haven’t already, be sure to read our Ra Ra Boom review to find out why it’s one of this year’s best beat’em ups!
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