Cris Tales Design: Between Innovation and Nostalgia
summary
A turn‑based RPG that actually shows past present future simultaneously on one screen and lets you send NPCs and enemies through time to change puzzles, dialogue and combat outcomes; built around time crystals and “delta” status effects like wet -> rust status that only occur by shifting eras. A playable demo helps validate the idea — previous prototype reached ~300,000 plays, the mobile title was featured by Apple in 30+ countries, and Cris Tales earns awards and wide press attention, so the mechanic proves playable and marketable.
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chapters (11)
- 0:00Introduction
- 2:42Learning from past designs
- 7:21Mobile to console evolution
- 10:30Marketing unique games
- 12:15Time mechanics experiments
- 16:30RPG genre choices
- 21:03Time-based puzzles & battles
- 26:11Building the team
- 29:12Reception and awards
- 31:19Endemic fantasy inspiration
- 34:28Q&A
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