[h2]Hello There! [/h2]
[h3]In today’s devlog, we want to share the heart of our project—our inspirations. Everything has a story behind it, from the mechanics to the story to the characters, and we hope this gives you insight into our creative process. Let’s jump right in![/h3]
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Our game's concept originated from our Director, Mr. Sultan, who provided us with the initial story guidelines.
We were given a narrative framework centred around a cat, its owner (a little girl), the forest, and the unique concept of a frog that raised the cat!
These foundational elements sparked our imagination and set us on the path to developing the game world. From there, our team expanded on these core concepts, exploring how a cat raised by frogs would interact with its game world and how we could translate cat behaviours into engaging gameplay mechanics.
In the end, what truly brought this game to life has been the continuous iteration through a close partnership between Red Dunes and Why Knot Studio.
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The story has evolved to focus more deeply on the contrast between nature and the artificial world.
This thematic direction not only draws from Mr. Sultan's original concept.
The founder of Why Knot Studio is also heavily inspired by Studio Ghibli animations, which masterfully explore the relationship between humans, technology, and the natural world.
Why Knot Studio is founded with the core mission to "create hope through games" and to create experiences that speak to nature, philosophy, and humanity.
The story about a cat raised by frogs, navigating between natural and artificial forces, became the perfect vehicle to express these values while creating a narrative that resonates with players of all ages.
Let's talk about the main protagonist, the cat!
Our protagonist's animations and interactions are inspired by Mr. Sultan's cat, from the way it cautiously prowls to how it playfully swipes at objects. These details bring authenticity to the character, making the cat feel lifelike and expressive in gameplay
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We approached our 2D platformer's movement system with accessibility as our priority.
Since we're creating a "light action & puzzle game" rather than a Metroidvania, we focused on developing simple, direct controls with adequate challenge to keep players engaged. These carefully fine-tuned movement speeds, jump arcs, and animation timing aimed to strike a balance between responsiveness and challenge, ensuring movement feels smooth yet rewarding
Our goal was to create a control system intuitive enough for players of all skill levels to master while still offering satisfying gameplay for all ages.
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Our visual style draws inspiration from Studio Ghibli films and classic Disney 2D animation, but we've worked to establish our unique aesthetic.
We loved the dreamlike quality and attention to natural details in Ghibli's works like "My Neighbor Totoro" and "Princess Mononoke," especially how they portray the magic within nature. From Disney, we appreciated the expressiveness of character animation and fluid movement.
However, we've incorporated a distinct colour palette, shapes and elements that emphasise the contrast between the natural forest environments and the artificial elements.
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[h3]About the music, we were inspired by:[/h3]
[h3]A Song for the Little Cat: The Music of Princess of the Water Lilies[/h3]
There is something truly magical about the way Sultan Saeed Al Darmaki sees the world; with wonder, curiosity, and a profound love for the animal kingdom. It is only natural, then, that Princess of the Water Lilies, the story of a small, adventurous cat raised by frogs in a world of magic, would be infused with that same spirit. This is not just a game. It is a love letter to the feline soul: curious, playful, and full of quiet wisdom.
So when it came to scoring Princess of the Water Lilies, every step, every purr, and every leap of our little hero needed to feel like part of something larger. The music was to provide the heartbeat of the journey.
Sultan Saeed Al Darmaki, and all the team at Red Dunes Games have an incredible passion for games, but also for the power of music to elevate the game experience, so they came to us with some fantastic references at the beginning of the project. From iconic game soundtracks such as Hollow Knight, Gris, and Ori & the Blind Forestto classic animated films like Disney's Fantasia, and Fern Gully: The Last Rainforest, we had a wealth of great material to inspire.
[h3]Custodians of a Vision[/h3]
At the heart of it all is Sultan Saeed Al Darmaki, a patron of dreams, of stories, and of creatures great and small. The music, like the game itself, exists to serve his vision: a world where the smallest hero can make the greatest difference.
It has been a true privilege to help shape this soundscape. As Music Supervisor and creative collaborator, I (Sarah Daly) drew upon my background as a musician and songwriter under the moniker Metaphorest. Over the years, my songs have been performed by Sia, Anne Hathaway, and Joseph Gordon-Levitt, and have appeared in several feature films. My role here was to guide the emotional and narrative tone of the soundtrack, ensuring that every musical moment echoed the spirit of the story Sultan set out to tell.
Scott Ampleford, a composer of rare talent, took the themes and inspiration given, and brought them to life with exquisite care. With a wealth of experience composing for film, Scott gave each track a sense of cinematic depth and narrative clarity, heightening both the game's most triumphant moments, and its most intense challenges.
Other notable inspirations include Ni no Kuni 2: Revenant Kingdom, Hoa, and even Tchaikovsky's Swan Lake! So, yes, we drew on a wide range of influences, but ultimately what we are trying to evoke with the score for Princess of the Water Lilies is a feeling of magic, hope, and nostalgia, to fully immerse the player in the adorable, but epic quest at the centre of the game.
Together, we acted as custodians of something far bigger than ourselves. Because this is more than just music. It is a soundtrack for all of us who still remember what it is like to see the world with wonder.
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One of the most challenging aspects of developing this game has been finding the balance between action gameplay, puzzle gameplay and storytelling.
We've worked very hard to ensure that the cat's natural behaviours—slapping, purring, pouncing—don't just feel fun to execute but also advance the narrative and reflect the character's journey.
The integration of these elements required countless iterations and playtesting sessions. We found that when a gameplay mechanic felt disconnected from our story themes, the experience suffered.
By carefully tying each cat's ability to both gameplay challenges and narrative moments, we've created a uniquely cohesive world where players don't just control a cat - they become immersed in its world where their actions have a meaningful impact on both the game's challenges and its unfolding story.
Thank you for your time, and see you in the next Devlog!
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