Due to being a small side project, there was a general sense of freedom compared to other Square titles. The decision to make it a text-based adventure helped push the game into its darker direction. Kato intended for it to be a survival adventure title, but abandoned this specific approach after the release of Resident Evil. The more comedic additional scenarios helped balance out the sombre elements in the main narrative. Reflecting on his work, Kato felt his work on Radical Dreamers helped solidify his style. Kato's team completed Radical Dreamers in only three months under a rushed production schedule, prompting him to label the game "unfinished" in an interview for the Ultimania Chrono Cross guide. Square had initially requested it be finished in two months. Translation Kato regretted that the schedule hampered the quality of his work, and explained that the connections to Chrono Trigger were evoked towards the end of the project. The finished ROM totaled 8 megabits; the developers later reflected that the scenario was changed three times to work within this limited capacity.
Due to being a small side project, there was a general sense of freedom compared to other Square titles. The decision to make it a text-based adventure helped push the game into its darker direction. Kato intended for it to be a survival adventure title, but abandoned this specific approach after the release of Resident Evil. The more comedic additional scenarios helped balance out the sombre elements in the main narrative. Reflecting on his work, Kato felt his work on Radical Dreamers helped solidify his style. Kato's team completed Radical Dreamers in only three months under a rushed production schedule, prompting him to label the game "unfinished" in an interview for the Ultimania Chrono Cross guide. Square had initially requested it be finished in two months. Translation Kato regretted that the schedule hampered the quality of his work, and explained that the connections to Chrono Trigger were evoked towards the end of the project. The finished ROM totaled 8 megabits; the developers later reflected that the scenario was changed three times to work within this limited capacity.