A puzzle-platformer inspired by Japanese folktales.
Each night as the sun begins to set, and the shadows of the night creep over the land, a mysterious realm emerges. This is the world of the Yokai: the ghosts, ghouls and demons that rise in the dusk and play through the night.
Tamako, a young girl, finds herself trapped in this realm. Now she must make her way to the top of the mountain to find her way home.
Rising Dusk is a puzzle platformer with a twist. As the player you take control of Tamako, a young girl trapped in the Yokai realm.
During the game you’ll come across an assortment of numbered blocks. The numbers directly correspond to the number of coins Tamako possesses and determines how she interacts with those blocks.
Each level hides three Golden Maneki Neko statues. Can you find them all?
Along the way you’ll also encounter all sorts of ghosts and demons—some of them harmless, others not so much.
A young girl who has accidentally wandered into the Yokai realm. Now she has to use her wits to find her way back home or be lost in the dusk forever.
Lately the water-dwelling Kappas have been seen wandering all over the countryside, even up in the mountains. They’re grumpy, easily annoyed creatures that like to push things around and slap people out of the way.
These one-eyed troublemakers are usually quite harmless. However, there’s a rumour that some of them have started taking up karate.
The town-dwelling Tanuki have a keen sense of smell for the local currency. If your bank balance is at zero you won’t be able to catch even a glimpse of a tail. But carry a coin in your pocket and there’s a strong chance you’ll be shoved to the ground as a Tanuki takes off with your lunch money.
Ashiarai Yashiki Visitors to the local bathhouse can expect a soothing soak in the heated bath, fantastic views of the local mountain range, and a giant dirty foot that crashes through the bathroom ceiling.
The game’s original music and sound design are being carefully put together to create the right atmosphere for the world of Rising Dusk. Each level will have its own unique track. Here’s one you’ll find in the demo, titled “Ocean Breaks.”
In Rising Dusk you will come across colourful, numbered blocks. The number on these blocks is related to the number of coins you currently possess. If you have 1 or more coins a 1 Block will break, 2 or more and a 2 Block will break, and so on….
Sometimes you’ll need to resist all temptations to collect everything to complete the level.
The Yokai Block is completely solid, but if you’re over the block’s limit it will disappear when touched on any side.
The Kumo Block is not solid so can be passed through, or used as a platform. Like the Yokai Block it will disappear when touched on any side when above its limit.
The Wood Block can be pushed and if you manage to push it on top of a enemy they will be crushed. The Wood Block will only break when stood on while your coins are greater than its limit.
There will be other types of blocks in the final game too.
Rising Dusk is already quite far along in development. The game is currently playable from start to finish, and all major game mechanics are functional.
A demo is available featuring 4 levels. Download it here.
iOS/Android Release – A port of the game for smart phones, which touch controls.
DLC 2nd Character – Play the game in a new way with a new character. Remixed levels and new yokai.
Full Mastered Soundtrack – I will bring in a professional to mix and master the soundtrack.
Additional Levels – A whole new world opens up, go to Matsuri Island for all new challenges.
Additional Themes – Not only will Matsuri Island contain new levels, but they will all be unique in theme and setting with unique yokai.
Extra Localisation Play the game in Japanese, or a special hidden localization…
Lukas Stobie (Studio Stobie) is a Melbourne artist and game designer based in Tokyo. As a pixel artist he has worked on several indie games including SWD Tech’s game Pixel Noir. Rising Dusk is his first solo developed game project and has been in development for the past 2 years.
Additional support from Max Ebert (co-creator of indie comic Evil Jesus) in the writing department, and Brett Wright (one-third of Band Ai Robot) in sound design.
After the initial Kickstarter fees the majority of the money will be used to complete the game. Tasks the money will go to include:
Around 10 percent will be used on production costs for all physical rewards, for which I’ve already received quotes.
Before launching this Kickstarter I have ensured that Rising Dusk is already quite far along and that there is a polished demo in order to fully demonstrate the concept and scope of the game. Like any Kickstarter game project the usual risks apply, and there are the possibilities of delays. However all stretch goals have been planned to not impact the initial release, and additional characters and/or levels will be released as DLC. Outsourcing will be used if needed.