Credits
Programming - Rog
Music and Sound Design - Nicole
Character Art - Ally, Ace, Callistis, Cee, Rhys
UI Art - Rhys
Environment Art - Aru
A mystery puzzle game with narrative focus, Crimson Apple was produced over 3 months for Phantasia Jam 2022.
Our aim was to make a satisfying demo with a full cast of characters and some simple puzzles and battle mechanics threaded amongst the visual-novel style dialogue interactions.
This was the first game jam for a majority of our team and I covered a production role as well as providing concept and environment art.
The front entrance was designed to be both comforting and ominous with a door that appeared to bulge outwards towards the player. The tavern sign was removed from the final design in the demo to avoid spoilers due to it becoming a more important puzzle aspect later on in the story.
The first concept of the tavern had a large coffee machine behind the bar which would be a moving-parts puzzle, however this idea was scrapped due to time constraints and replaced with simple point and click interactions with the items behind the bar. The layout of the corner booth was also tweaked slightly after the staircase background was designed to pull the architectural style together.
The staircase was a location that would be key to puzzles and investigation as well as a place for the player to meet the character of the Smith. It was designed around an ominous window overlooking the tavern but with an intivitng fireplace beneath to echo the duality of the tavern.
As well as using the area to showcase more aspects of the tavern's personality, this is where the warm colour palette was settled on to contrast the blue-purples of the exterior scenes. The Smith was provided a table to have has their base as well as a door at the top of the stairs leading to the library.
The generic enemies had no specific descriptions originally so I went ahead and designed a speedy fish-folk and a heavy, more powerful fish-folk drawing on the original design of the fish-folk Bartender. The team decided not to use weapons for the final enemy designs, leaving them to scratch at the player and hit them with a tail spin attack.