Developer Flatter Than Earth and publisher Daedalic Entertainment are blending 2.5D platforming with theater in the upcoming game Once Upon A Puppet, set for release on all major platforms on April 23rd. This new game takes place in a magical kingdom that mimics a marionette stage show, placing players as the leading characters of two unlikely heroes – Nieve, a disgraced Stagehand who becomes bound to a young Puppet named Drev. Together, they must embark on a journey to uncover the secret behind their circumstances and save the world from an encroaching darkness.
Game Rant recently had a chat with one of the creators behind the game “Once Upon A Puppet” to delve deeper into the origins of Flatter Than Earth’s concept for a side-scrolling adventure where players can manipulate both the puppet character and the hand controlling its strings. The developers also shed light on how this dual control relationship is mirrored in the gameplay mechanics of “Once Upon A Puppet“, how the theater environment shaped the game’s setting and characters, and the intriguing link between in-game treasures and the game’s backstory. The interview has been condensed for better understanding.
Once Upon A Puppet’s Theatrical Origins Explained
Q. Where did the idea for a puppet and theater-themed platformer come from?
The concept for “Once Upon a Puppet” was sparked by an epiphany. Initially, I had been contemplating a game featuring a character manipulating a puppet, but I was uncertain about the setting they inhabited. Subsequently, I chanced upon a photograph of a theater stage. At first glance, I moved past it, but something drew me back. That image left an impression on me.
Ah, the lightbulb moment – it struck me then: puppets and stage are an ideal duo, their perfect canvas, figuratively and literally speaking. Ever since, I’ve found myself immersed in exploring both theater and puppetry, dissecting their nuances, deciphering their unique visual narratives, and brainstorming ways to incorporate them into a game. Once that connection was formed, there was no turning back.
A. Could you share some insights into the journey of creating Once Upon a Puppet? What was the first day like, and how has the project progressed over the last few months?
Initially, A Tale of a Puppeteered Plaything emerged from a simple notion: a game centered around a puppet manipulated by another entity. The initial phase primarily involved exploration, experimentation with various mechanics, and grasping the intricacies of integrating puppetry into gameplay. The primary emphasis was on movement, striving to imbue the puppet with an authentic puppet-like feel rather than just another run-of-the-mill platforming character.
As our project advanced, it underwent numerous adjustments. Initially, not all team members were entirely on board with the concept. To clarify the vision, I shared a wealth of examples from stage performances, highlighting why this approach was impactful. Once we were united in purpose, the game began to truly flourish.
Over the last year, we’ve focused on perfecting details, adjusting mechanisms, enhancing graphics, and ensuring our narrative is engaging and impactful. Our goal was to create a captivating environment that feels vivid, engrossing, and intensely dramatic.
A. Could you tell me about the major hurdles you encountered while turning these puppet/theater motifs into a narrative or gaming experience?
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A. What were some of the main difficulties you experienced when transforming these puppet/theater concepts into a story or game design?
One significant hurdle we faced was designing the character’s mobility. Unlike traditional platformer characters, Drev needed to behave more like a puppet. Our aim wasn’t for him to resemble Mario or Hollow Knight; instead, his movements had to embody genuine puppetry. We delved into understanding how marionettes move, how string tension influences motion, and how we could integrate these elements into the gameplay mechanics.
A significant hurdle we encountered was convincing others about the concept of a theatrically-inspired universe. Our aim was to create an immersive experience reminiscent of a professional stage production, complete with lighting effects, scene transitions, and captivating storytelling. Essentially, this required designing a world that unfolded like a Broadway play, rather than a conventional stage setup. Furthermore, our 2.5D scenes needed to encapsulate the enchantment inherent in such a theatrical production.
Q. What would you say the overall theme of Once Upon A Puppet is?
At its heart, “Once Upon a Puppet” explores themes of theater and puppetry, but it’s also a tale that delves into destiny, repentance, and self-realization. These elements are intricately woven into the narrative of the King and his son, the Prince, with Nieve being an outsider to this saga, while Drev is an integral part of it.
Regarding Drev and Nieve, it’s clear they share an extraordinary bond, necessitating them to act in unison. Their tale, though intensely private, unfolds against the backdrop of the grand theater world and the destiny of a Prince, hinting at a connection that transcends individual experiences.
A. Could you elaborate on how the game uses the connection between the hand and the puppet? Did the gameplay feel intuitive in this aspect, or was it refined through numerous attempts to achieve perfection?
Without a doubt, we went through numerous revisions! From the beginning, the concept – having one character controlling another, like a puppeteer and their marionette – stood out. However, creating an enjoyable experience required patience. We needed to strike a balance between the sense of control and the randomness inherent in a puppet’s motion.
For instance, Nieve doesn’t merely manage Drev, there’s an interaction or relationship between them. Drev possesses his own character traits, aspirations, and at times, his actions reveal these qualities. Our goal was to create an immersive experience for players, making them feel as if they are actually controlling BOTH characters, not just moving one with a button press.
Sure thing! Could you elaborate a bit on integrating puppet-style gameplay with platformer dynamics, such as the character Drev having the ability to launch himself using a catapult?
In this aspect, we needed to innovate conventional platforming techniques since a puppet lacks the immediate control over its movements that other characters might have. Therefore, creativity was essential in our approach.
Drev’s propulsion method is reminiscent of controlling a marionette. Instead of simply hitting a jump button, players must handle the marionette’s movement by pulling back, letting go, and leveraging momentum to their advantage. This approach introduces a unique type of challenge, one that aligns more closely with the theme of puppeteering.

Q. What would you say the overall puzzle ethos is in Once Upon a Puppet?
As a movie enthusiast, I’d say In Once Upon a Puppet, the challenges are intricately woven into the narrative of theater performance. Instead of solving puzzles in isolation, we, as players, become the backstage crew. We set up the stage, organize props, and perform actions that seem like we’re starring in our very own play.
The main concept revolves around transformation: what methods can be used to progress and evolve the scene? This could involve shifting scenery, tweaking lighting, or even adopting new personas through costumes. The challenges are designed to give the impression of being integral elements in a grand production, where each action helps to reveal the story’s plot.
Caution is advised for dedicated puzzle enthusiasts. In our view at FTE, puzzle platformers can be delicate; one impasse can lead to abandoning the game entirely. I aimed to avoid this scenario for OUaP, ensuring the player continues playing without getting stuck on a single puzzle. From start to finish, we designed the entire experience with the player in mind.
A. What process did you follow when creating the vibrant sidekicks mentioned in promotional materials?
Real-life stage performances greatly inspired us, particularly the portrayal of larger-than-life characters by actors and the narrative that costumes and set designs convey. We aimed to make each character seem authentic within this world, both in their design and dialogue.
Every personality exudes a touch of stage presence. Some are dramatically intense, while others provide comic relief, yet each one adds to the sense that we’re immersed in a dynamic, lively performance. It’s much like a genuine play, where every character has their part to play in the grand narrative.
In summary, we invested considerable time and attention into developing our characters and their particulars, with the aim of crafting an exceptional presentation.
Question: In the Steam demo, there are some collectible broken glass window pieces to gather. How do these collectibles enhance the gameplay of Once Upon a Puppet?
As an ardent cinema enthusiast, I can’t help but delve into the intriguing aspect of collectibles in “Once Upon a Puppet.” Unlike traditional completionism, these items serve a far more profound purpose in the game’s narrative. For instance, the Stained Glass pieces are not merely trophies to be showcased; they’re integral components of our theater world’s intricate storyline. Each piece unveils a fragment of a larger enigma that we, as players, have the exciting task of piecing together. It’s not just about claiming rewards; it’s about unearthing the secretive history that lies hidden within the walls of our magical theater world.
As a film enthusiast, I find myself immersed in a whole new world when I play these games. They grant me an extraordinary sense of perception, allowing me to scrutinize even the tiniest details like the shattered pieces of stained glass within the theater’s walls, as if I were standing there, taking it all in myself.
Furthermore, we’re brimming with plans for the next installment that we’re eager to bring to life. So, don’t hesitate to continue enjoying and sharing OUaP with your circle. The fate of the sequel hinges on its popularity among you.

Question 1: Could you tell me about the plans for Flatter Than Earth once Upon A Puppet is launched in April? Are there any hints or ideas available for your upcoming project?
Question 2: I’m curious, what does Flatter Than Earth have planned when Upon A Puppet debuts in April? Can you give me a sneak peek into the next project they are working on?
At this moment, our primary concern is ensuring that “Once Upon a Puppet” debuts in an optimal manner. Our aim is for players to immerse themselves fully in the captivating theatrics we’ve meticulously crafted.
Regarding future projects, our team is constantly brainstorming new concepts. Our studio thrives on creating distinctive, imaginative realms, so be prepared for another project brimming with creativity similar to “Once Upon a Puppet“. For now, we’re focusing all our attention on this game.
Q. Is there anything else you would like to add?
As a movie enthusiast, I simply can’t help but express my gratitude to all of you who have backed the creation of ‘Once Upon a Puppet’. This project has been a true labor of love for us, and we are eagerly anticipating the day when players get to immerse themselves in it. Whether you’re captivated by platform games, enchanted by theater performances, or simply appreciate compelling narratives, we believe that this world we’ve crafted will offer something uniquely special to you. Don’t forget, each stage is a tale waiting to be told. Your role is to breathe life into these stories.
As a dedicated cinephile, I can’t help but share my excitement for other indie gems similar to the one we just watched. If you’re intrigued by their unique charm, there’s a trove of retro games that are equally captivating. For instance, you might enjoy “8-Bit Adventures 2”, where the pixelated world comes alive with adventure, or perhaps “Chained Echoes” that offers a strategic RPG experience. Lastly, there’s “Quartet”, a game that blends puzzle and rhythm elements in a way that’s truly remarkable!
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2025-04-11 15:33