Before developing
Ikenfell, Chevy Ray Johnston, the game's lead developer, had worked as a contract programmer for
Bandai Namco, as well as on a variety of indie games. He had developed a custom engine, but failed to complete any of his game ideas. After reading
Rainbow Rowell's young adult novel
Carry On, he was inspired to make a video game about a magic school using his tools. Originally, the game's premise was based around a witch completing a final quest before dying of illness. It was also an
action RPG, but Johnston decided the space required for combat limited level design. Johnston's custom
C# engine, based on top of SDL2 and
OpenGL, allowed him to port it to a wide variety of platforms. The engine also included
Lua scripting for control puzzles, events, and scenes; and a GUI frontend, including a custom map and scene editor, which were used to accelerate the development process. After a few years into development, the game was funded via
Kickstarter in 2016. Later, Johnston also brought on consultant Joanna Blackhart to ensure that the game's portrayal of
LGBT characters was accurate and inoffensive, a process that led to a "rewriting" of parts of the story. It was featured at the 2019
Electronic Entertainment Expo as part of its inclusion in the
Xbox Game Pass, before being released on October 8, 2020. In September 2021,
Limited Run Games announced a physical release of the game, with pre-orders beginning on the 24th. A Japanese localisation produced by
8-4 was also revealed that month, set for a November release.
Art and game design Despite being an inexperienced
pixel artist, Johnston drew the majority of the game's art, choosing the style as it was easy to iterate upon. Much of the game was developed in a public library, influencing its artistic direction and plot; he borrowed vintage books from the collections to use as references. Its visual design was inspired by games such as
Mother 3 and ''
The Legend of Zelda: Link's Awakening''. Each character was designed to have a distinct look and silhouette. Buildings were "white-boxed", with their layout being designed first, akin to actual construction. The timing-based elements of the game's combat were inspired by
Super Mario RPG and the
Mario & Luigi games, among others. Johnston designed each party member's moves so they could be used in many different ways, while still being fundamental to the character, comparing this philosophy to
Mario's basic skillset. As he disliked
magic points, he decided to make magical spells free to use during combat.
Steven Universe composers
Aivi & Surasshu worked on the soundtrack of the game alongside Sabrielle Augustin, who helped finish the soundtrack after Aivi suffered an injury leaving them unable to complete some work. As the game was inspired by the landscape of Canada, some tracks incorporate elements from
Canadian folk music. They also chose an ambient style atypical of
video game music, a decision influenced by
The Legend of Zelda: Breath of the Wild, the game's narrative elements, and their experience composing for TV shows. Vocals were incorporated into some of the songs after seeing their successful usage in games like
Transistor; initially, the composers wanted to do a vocal song for each character, but were unable to find a place for all of them in the story. ==Reception==