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The Magic Behind Celestine: One to Eleven

Written by Devil Darling, Writer, Otome Enthusiast, Horror Lover
Published on September 13, 2024
 

In our latest interview, we got in contact with the creative team behind Celestine: One to Eleven, to dive into the origins of their project and get an inside look at their journey. Starting from humble beginnings as a Game Jam collaboration, the team quickly realized they had something special on their hands—something worth expanding beyond a demo. What began as a short-term project evolved into a full-fledged Otome game.

SPACE & Team Background and Origin

We wanted to know a bit more about the origin of the team behind Celestine: One to Eleven. How they formed and began working on the game. Their story is not an unfamiliar one—a group of random people gathered together to create something for a Game Jam. But most similar stories end there, while SPACE & Team wished to make something more than just a short demo. And so Celestine: One to Eleven was born.

“I grew up playing mainly RPGs and action-adventure games as a kid. I got seriously interested in video games as a professional field in my 20s… I mean I’m still in my 20s, but my statement still stands. I didn’t see it as a viable field because it was so different from what I knew was possible. I am a child of immigrants, we get 3 options of what we can be when we get older. When I realized that gaming is another field that allows me to express my creativity differently, I sought to be a part of it.”

It’s quite an inspiring tale. For many of us, growing up, the idea of working in a creative field like video games seems out of reach or impractical. But when you discover that it’s actually a valid career option and something you’re passionate about, it really opens up a new world of possibilities. Though it always comes with its fair share of challenges.

“For challenges, I feel out of my depth a lot of the time. When you are in an environment where it seems like the end goal is to make a successful game, it’s hard to feel like you’re not competing. It’s hard to constantly not feel insecure when I’m around so many talented and knowledgeable people who knew that they wanted to make games way earlier than I did. The insecurity grows and grows until you’re swallowed by it. Even now, I get intimidated, but what else can I do about it? The only answer is to keep playing, keep learning, and keep making games”

Artwork and Aesthetic

Celestine: One to Eleven has an art style that I can only describe as truly delightful. Everything, from the sprite work to the character art, is beautifully crafted. When asked about where they took their inspiration when designing the look of the game, SPACE revealed that many of Square Enix’s stunning works played a major influence. They further elaborated:

“I wanted my game to be beautiful. I think it also turned out very “cute”, but the art assets, for the garden, and the town were so pretty. I was happy as we were developing the look of the game. We were able to capture a good aesthetic that reflected the story well. Also, I’m sure it is apparent, but anime also helped me draw inspiration, especially with the character designs. I knew from the get-go how I wanted the style of the characters to be, anime-esque but not overwhelmingly so. It needed to be a bit more delicate. The way Celestine and Secta ended up looking was so good. I need to brag, and I think I can because I’m not the one who drew them. Shout out to Haley!”

Celestine One to Eleven Dialogue 1

Combat System and Mechanics

The team wanted to keep combat relatively simple, which is something you see in most Otome games. It’s an understandable approach, as the genre isn’t known for having high difficulty and complicated mechanics. Those things can even scare off the type of audience that is interested in Otome games.

“We didn’t think going into mechanics that are too complex and don’t benefit the game was ideal. I also didn’t want to overwhelm my programmers. But I wanted to show that we can do those things, and we will for the full version.”

Celestine One to Eleven Combat

Future Love Interests

Fans who’ve played through the demo may remember encountering  Ambrose, the healer who helps cure Celestine’s wound. The suspiciously vampire-looking physician is planned to be one of the four love interests in the final release of the game.

“Yes, Ambrose is one of them. I’ve had too many people ask me whether he is a vampire. A streamer called him “Baby Dracula” which I found funny. He is the most intense and obsessive love interest. But, his story will be wonderful. I’m excited about his designs because when you see his full body it’s going to be very surprising and unexpected.”

As you can see SPACE gracefully danced around whether Ambrose is actually a vampire or not, leaving us with a lack of answer. Jokes aside, he promises to be a fan-favorite pick, especially if you fancy the gothic aesthetic. And as for the other two love interests, SPACE & Team were nice enough to tell us about one of them.

“We have a paladin, his name is Noxa. I think anyone who doesn’t like Secta, will most likely prefer Noxa. He’s an amazing human being, who is willing to sacrifice himself for anyone in need. He has a sad background, but it introduces layers of complexity. He’s also ginormous, which I love.”

The last one shall remain a mystery for now, as he is early in his development. But that just means you have a mystery to look forward to.

Celestine One to Eleven Ambrose

The writing of Celestine: One to Eleven

I also had questions about the writing of the game. The name “Celestine” certainly invokes space and the cosmos, but I found out it actually goes deeper than that.

“Okay, I hate saying it because it sounds incredibly obnoxious, but bear with me. I studied neuroscience and philosophy (Space lore goes crazy), but I honestly didn’t know where to start when creating love interests. So, I was like, “Why don’t I base them off of philosophies and literary concepts?” I honestly think it’s so lame, and I swear I’m not a nerd. But at the time, I thought it would work. Which I think it did. It’s not going to be ridiculously obvious. Secta and Ambrose are probably hard to guess. If you think about it or have a decent enough philosophy education, the other two are easier to guess.”

Despite the adamant claims they aren’t a nerd, I won’t be fooled. As a big nerd myself, I can sense my own kind when I see them. 

Sadly, I’m very unlikely to guess the philosophical connections, but maybe one of our readers will be able to figure it out.

Celestine One to Eleven Dialogue 2

Community and Feedback

We were curious about the community’s reaction to the demo, and whether it matched the dev’s expectations. Based on their response, it’s safe to say it exceeded it.

“I’m truly amazed. I just did not think a game like this could come from a bunch of inexperienced newbies. That sounds mean. The game just exceeded my expectations, even though I was a part of its creation. Everyone I showed was surprised. I don’t think they expected me to create something like this so soon, especially since my experience doesn’t run deep. The reviews, the ratings, and the walk-throughs from content creators, it’s amazing that the game can draw interest from people. I had friends who barely knew this genre and loved it”

Future Plans and Development

While it might be too early to announce a firm release date, the team has some idea of the development timeline for Celestine: One to Eleven.

“A year and a half is the goal! So keep an eye out, everyone! And also don’t hold me to that deadline. I’m disorganized and chronically late.”

Exclusive Content and Final Thoughts

We asked the team if they could provide us with some exclusive screenshots or other media, and they graciously obliged. Here you can see some concept art, different outfits and hairstyle ideas for Celestine, and even an early prototype photo.

Celestine One to Eleven Concept Art 1
Celestine One to Eleven Concept Art 3
Celestine Early Version
Celestine One to Eleven Concept Art 2

SPACE & Team also had some final heartfelt words to share with our readers.

“I want to share that I’m so proud of the work put together. More than half of us, I want to say like 80% of us, have never been in an official game jam like this, some have never even made a game or have even come close. This is the first official game jam I was in where I wasn’t a play tester, or I didn’t proofread. All in all, I am happy with the results. When I first started with my team for the Otome Game Jam, I was just like “Great, visual novels! Now let me tell you about a game called Octopath Traveler …”

And now you know the results of such a ridiculous goal.”

It’s clear that Celestine: One to Eleven is shaping up to be a game worth keeping an eye on. With a dedicated and passionate team behind it, a promising story, beautiful art, and an intriguing cast of love interests, the project is filled with potential. While we eagerly await further updates and the official release, it’s safe to say that SPACE & Team are crafting something truly special for the Otome community. Whether you’re in it for the romance or the vibrant world, Celestine: One to Eleven promises to be an unforgettable experience. You can find and support Celestine: One to Eleven here.

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