Illustration by Michael DeForge
Coco The Crow
Chenyi (Lilliana) Qian
Chenyi (Lilliana) Qian
Coco the Crow - Trailer
+In one or two sentences, describe the main themes present in your game.
“Coco the Crow” explores perfectionism and self-worth through gentle, character-driven stories. By helping others confront their fears of imperfection, players are invited to question rigid standards and find beauty in flaws.
+What was the inspiration of the game?
What made your team decide to make this game specifically?
The game was inspired by my own struggle with perfectionism—always trying to meet impossible standards and fearing failure. I wanted to create a space where both characters and players could explore the idea that imperfection isn’t failure, but a part of being human. That’s why I built a world full of quirky characters who each reflect different sides of this mindset.
+Were there difficult moments when developing the game? What led to those difficult moments? What did you learn from it?
Yes, definitely. One of the hardest parts was making design decisions while holding myself back from over-polishing everything—ironically, the same perfectionism the game critiques. I also struggled with narrowing down the story structure and making sure each character and mini-game meaningfully contributed to the game’s central theme. I learned that iteration and letting go of control are part of the creative process, and sometimes good ideas come from embracing imperfection.
+Were there features you had to remove, and if so, what were they and why were they removed?
Yes. I initially planned for more mini-games and more elaborate systems for tracking NPC relationships, like a full diary system where Coco could take notes on each character. But I had to cut or simplify many of these ideas to focus on polishing the two main chapters—Ace the beaver and Luna the wolf. It was difficult to let go, but trimming the scope helped me concentrate on the emotional core of the story and make each interaction more meaningful.
+Talk about your teammates! What was everyone's role?
The game was a solo project — designed, directed, and developed as my MFA thesis. Along the way, I received helpful feedback and support from faculty and classmates. Working solo gave me the freedom to shape the game deeply around my personal themes and style, but it also challenged me to manage time, set priorities, and stay focused throughout a long creative journey.
play this game on itch.io