Game Image

From Manga to Visual Novel: How KNH: Campus Days Came to Life

Creating a game alone is never easy, especially when it’s fueled purely by passion rather than funding or external support. KNH: Campus Days is the result of years of personal storytelling, creative affection, and a deep connection to its characters. In this interview, the developer Mina Hatake opens up about their journey from hobbyist manga artist to solo game creator, the challenges of balancing everyday life with development, and the emotional roots that shaped the world of KNH. From its nostalgic school setting to its cast of heartfelt and chaotic characters, KNH: Campus Days is a love letter to youth, friendship, and the quiet moments that define our final school years.

Seperator

Developer Background

Avatar
Otome.com
Could you tell us a bit more about your history as a developer? What inspired you to get into the industry? What challenges did you face along the way?

Mina Hatake: I work as a freelancer, but my long-time hobby has been creating manga and writing stories as an amateur artist, purely for fun and without any serious expectations.

I’ve been writing stories about Ken for many years, and his becoming the main character of KNH: Campus Days comes entirely from my personal affection for him. I simply thought, “He deserves to have his own game.”

However, making a game took far more time and energy than I initially expected. With the responsibilities of everyday life, I realized it wouldn’t be something I could finish quickly. For now, my goal was at least to create a demo, something that could remind me that I can do this.

Avatar
Otome.com
Many indie developers juggle multiple responsibilities while working on their games. How do you balance your everyday life with the ongoing<br /> demands of being a developer?


Mina Hatake:
That’s very true. I have no funding and no external support from family or others, and I work entirely alone. I realistically only had about two to three months to create the demo, which was quite demanding for someone new to game development.

Still, because I was working on something I genuinely love, it felt more enjoyable than exhausting. Finishing the demo gave me a great sense of relief and pride, even though the game isn’t complete yet, I was proud of what I managed to finish.


At the moment, I need to focus on my personal life again, but I plan to continue developing the game little by little. One thing is certain: I will never abandon it halfway.

Game Inspiration and Development:

Avatar
Otome.com
For readers who are unfamiliar with KNH: Campus Days, could you give a brief, spoiler-free overview of the game?

Mina Hatake: KNH: Campus Days is a visual novel focused on friendship during the school years, blending everyday life, lighthearted humor, and romance that gradually develops based on player
choices.


Players can choose to play as a female character or other genders to build friendships or romantic relationships, or play as a male protagonist to experience perspectives and conversations that only male characters share. This creates varied and unique experiences with each playthrough.

Avatar
Otome.com
Could you tell us more about the writing process for KNH: Campus Days? What were your inspirations behind the story?

Mina Hatake: The inspiration behind KNH: Campus Days comes entirely from Ken, the main character, a character I’ve written and developed for many years through manga works in a fandom universe.

At one point, I simply thought, “What if Ken had his own game?” That idea became the starting point for the game’s story.

Once Ken became the center, his friends and surrounding characters naturally followed into the game. As a result, the tone leans more toward everyday life filled with chaos and humor rather than focusing solely on romance, reflecting the natural dynamics of a group of friends during their school years.

Avatar
Otome.com
The game focuses on themes of youth, friendship, romance, and self-discovery across a 33-day senior-year journey. What inspired this structure and emotional direction for the story?

Mina Hatake: I wanted the game to feel like the player’s own daily life, living inside the KNH universe and growing alongside the characters, with the freedom to choose their own path. Ideally, I would have loved to tell the story from the beginning of high school all the way to graduation. But due to time limitations, I chose to focus on the final year only, the period where emotions, relationships, and life decisions are at their most intense.

Characters

Avatar
Otome.com
Could you introduce each of the main characters and give us a sense of what players can expect from their route tone?

Mina Hatake: Ken – The main protagonist. He seems almost perfect at first glance, yet lives by going with the flow. He hides many sides of himself from others. Easy to approach, but the hardest to romance. He has many charming moments. After all, he is the main character.

Tsukune – Ken’s childhood friend. Hot-blooded, loyal, and strongly principled. He becomes very shy when approached romantically and has a bit of a tsundere side.

Sansho – Another childhood friend. Talkative, humorous, and always trying to make others laugh. If you want information, he’s the one to talk to. Friendly and easygoing, but like Tsukune, completely flustered when directly flirted with.

Taishiro – Calm and mature on the surface, yet very attached to his friends. Around them, he’s just another boy. Awkward with romance and perhaps the most “normal” member of the group.

Masayuki – The polite and kind class president. Often excels academically, hardworking, and always willing to help others. Extremely approachable and friendly.

Shuuya – A senior who took a year off school and is now in the same year as the protagonist. Quiet and reserved, popular yet difficult to approach. Despite this, he is genuinely kind and carries a hidden backstory.

Haruto – A passionate new trainee PE teacher. Kind, friendly, straightforward, and driven, with clear life goals. Easy to talk to, though players may not encounter him as often.

Avatar
Otome.com
With seven romanceable male characters, each with unique personalities and narrative paths, what was your writing process for creating distinct<br /> voices for each?

Mina Hatake: I focused heavily on each character’s voice and tone:

  • Ken has a deep, gentle voice with a playful edge.
  • Tsukune sounds soft and bright, more cheerful than his fiery personality suggests.
  • Sansho has a mischievous, youthful tone that feels lively and charming.
  • Taishiro has a deep, calm, mature voice, somehow ending up the most handsome-sounding of all.
  • Masayuki sounds gentle, warm, and friendly.
  • Shuuya has a deep, quiet, adult-like voice.
  • Haruto sounds warm, kind, and reassuring.
Avatar
Otome.com
With such a large cast, did you have a personal favorite to write or design?What made that character stand out for you? (My personal favorite is<br /> Sansho.)

Mina Hatake: Thank you! I’m really glad you like Sansho, he truly is adorable. He’s very talkative, so I need to gather a lot of energy when writing his scenes. Personally, Ken is also one of my favorites to write. He’s playful, teasing, and slightly self-centered, which makes player interactions with him especially fun.

Another favorite is Shuuya. He was added later, and what makes him interesting isn’t just his quiet nature or looks, but the depth of his background and the mysteries surrounding him.

Avatar
Otome.com
How did you design the dynamic between the protagonist and each love interest to make every route feel unique and worth revisiting?

Mina Hatake: Each character comes from a different life background, so I designed their routes starting from their “position in life.”

Some characters have everything, friends, support, and stability, while others are constantly struggling and barely have time to think about anything else. This naturally makes some characters harder to approach and more challenging for players. Others are missing emotional support and need someone to fill that space. Players aren’t just choosing dialogue options to romance someone, they’re choosing how to step into that person’s life in a way that fits who they are.

As a result, each route differs not only in dialogue but in emotional pacing, difficulty, and overall
feeling, making every replay meaningful.

Gameplay and Production

Avatar
Otome.com
The full game will include 33 days of content, mini-games, collectibles, and multiple endings. How did you structure the branching paths so that player choices feel impactful?

Mina Hatake: I designed the game to feel as close to real life as possible. Some days allow players to build closeness with others, while on other days they may not meet or talk to anyone at all, naturally slowing relationship progress.

If players choose to visit places they “shouldn’t,” they may trigger long-term consequences, such as being targeted by the Bakuren group, which affects future days.

Meanwhile, events still happen in the world even if players don’t choose those paths. They
simply experience them from afar, like an outsider observing rather than someone directly
involved.

Avatar
Otome.com
I really like the character sprites. Each of the characters feels identifiable. Any particular inspirations when designing them?

Mina Hatake: Most of the characters were designed years ago and already had their own stories through my manga work. When adapting them into a game, I brought them into the KNH universe, keeping their personalities and identities intact while adjusting details to fit a modern high school setting. This helped them feel true to themselves while fitting naturally into the game world.

Community and Feedback:

Avatar
Otome.com
Since releasing the demo, what kind of feedback have you received from players? Were there any responses that surprised you or influenced development moving forward?

Mina Hatake: The feedback has been overwhelmingly warm. Many players enjoyed the nostalgic, everyday high school atmosphere and showed strong interest in the male characters, which made me genuinely happy. Since this is my first time creating a visual novel game, I still have a lot to learn. Many players offered constructive feedback, especially suggesting longer dialogue and stronger romantic
elements.

As someone more comfortable writing humor and who isn’t very talkative by nature, romance
writing has been a major challenge. These insights have been incredibly valuable and will greatly influence further development.

Future Plans and Development:

Avatar
Otome.com
The demo showcases just the beginning of the protagonist’s senior year, the first 5 days to be exact. What can fans look forward to in the full game?

Mina Hatake: The full game will expand significantly with more intense and varied content. Players can look forward to major school events such as camps, cultural festivals, sports days, and conflicts with
rival schools.


These moments allow deeper relationship development, as characters grow closer and player decisions carry more emotional weight. I also plan to refine the first five days from the demo, ensuring the experience feels smooth and
polished from start to finish.

Exclusive Content and Final Thoughts:

Avatar
Otome.com
Could you provide our readers with an exclusive piece of art or some behind-the-scenes content from KNH: Campus Days? Some screenshots or concepts from early development, perhaps?

Mina Hatake: Absolutely. I’m happy to share early development screenshots and some sketches.
I’ve also included images showing UI revisions leading up to the final version.
Unfortunately, I tend to delete older files, so I no longer have very early versions, but I’ve also shared sketches of content planned for future updates.

Avatar
Otome.com
Is there anything else you’d like to share with the Otome.com community about yourself or KNH: Campus Days?

Mina Hatake: KNH: Campus Days is a game made entirely with love.
Even though it’s a solo project and has taken far longer than expected, I’m fully committed to completing it.

Thank you to everyone who gave the demo a chance and allowed these characters a place in your hearts, your support truly means the world to me.

You may also like this

How to Get Tickets in Ikemen Villains

How to Get Tickets in Ikemen Villains

If you’ve just started playing or even if you’ve been around for a while, you’ve probably wondered how to get tickets in Ikemen Villains without...

Rafayel: Sea God Battle Guide

Rafayel: Sea God Battle Guide

Rafayel, the Lemurian Sea God, emerges as a high skill expression, high reward myth companion in Love and Deep Space. With his captivating abilities and...

Inside Save the Villainess – Villains, Ball Gowns, and Betrayal

Inside Save the Villainess – Villains, Ball Gowns, and Betrayal

What happens when you wake up as a villainess in a romance novel with no memory—and one of your potential love interests is trying to...