The story of Chrono Sword is based on Nordic mythology. There are several main characters who drive the story in Chrono Sword, and Freyr is the most important since she is the player character.

 

In the mythology, Freyr was a male god with a powerful magic sword. But he gave it to a human as gift, and it caused his death and the end of world in Ragnarok.

 

In Chrono Sword, Freyr is a female vagabond. Though she lost her memory, she is strong and indomitable will. In the early part of the game, she travels through the fallen world of Aesir to find out who she is, what she had done, and why the world lost the light. This is just the beginning of the story.

 

 

Indeed I didn't know that Bit Summit 2019 would be on June and that the submission for it would be closed at 6 Jan. 2019. I heard it from friends at almost end of the last year. Fortunately, just a few days before, I just got my office and built up my team just. So, why not? I decided to give it a try.

 

At first, I had to set a really small scope, since there was only the basic combat system. No art concept, no game play, no story, and etc... But I got only less than 3 weeks. So I set two idea - starting art direction from world mood not from asset design, and reusing things of previous prototypes, to save my time.

 

My first goal was like these : dark atmosphere, one way short level, 3 kind of monsters, and no boss battle. I started by drawing a new concept art with a portrait of my heroine, really in hurry. Than I made a new prototype of the new demo reusing the boss awake cut scene, combat system and level design, from previous prototypes.

 

During that time, my team struggled with stairs and dynamic lighting. I wanted players could go up and down, go inside and outside in the isometric world with multi floors. Including our unique pixel rendering with 3D animation and blending, Chrono Sword was really a huge challenge for us .

 

When we combined the features, it was incredible. I posted some gifs on twitter, and got huge interest. I was so glad that people loved that our concept and our technical achievement.

 

And then, Bit Summit delayed the deadline. Wow! Then what should I do? I decided to polish the game more charming instead of debug. Better atmosphere, better combat, better level, and crow.

 

 

Then, there came more bugs. We tried solve all, but as I misunderstood the deadline, the final version had some critical bugs.

 

But, hmm. It is OK. We did much more than we thought. Let's just go next step!

At first I worked alone but now I have a team for Chrono Sword. Currently my team has 4 members including me, I want to introduce my team.

 

I am David SpaceDuck, daddy of Lollo, I started this project. My job in my team is that set great vision, show it to my team visually and finish to wrap up the game by my hand. I draw concept arts , and pixel art for characters and world. I wrote all music for Chrono sword by myself. And I write code for base of the game like input, audio, etc. and prototyping. Finally I make actions, monsters, levels, gameplay, story and polish them. And I do not sleep.

 

Ellie BabyDuck, my wife, mommy of Lollo, does art. She draws concepts for world and props, and turns my rough levels into a dark and beautiful world. All the ruined cathedral and the shocking scenes are her works. She also do all the official works of my office. She sleeps instead of me.

 

Potato, one of my secret member, brother of Naru, is a programmer. He made Lollo animator and Naru pattern editor. He is a developer with much of experience in action games and game visual. He lead making great contextual combat of Chrono Sword. He push me to make my game more difficult.

 

Dobby, my another secret member, butler of Tofu, is a programmer too. He is very young but an experienced developer. He made tofu game maker that control whole contents of the game. He can write lots of code in time. He likes to polish delicate parts of art and game play. He is the cutest member of the team.