Download Demo Windows, Mac, Linux -> Try the first chapter of the game!
Steam Page -> You can support Mokoko by wishlisting it from Steam as well!
Mokoko was inspired from the games such as Volfied, Qix, Airxonix and some other games that shares the same gameplay. This arcade gameplay type was popular back in mid/late 80’s and 90’s. We wanted to resurrect it back with a modern touch without losing the arcade soul. There are 24 levels in Mokoko. Each level has its own unique boss and minions. The main goal is helping the girls that need help from the weird bosses. This is sometimes passing a mobile game level, sometimes helping out with the insects in the kitchen. The planned release is February 14th, 2020.
You need to conquer a big portion of the initial area that you start the level. While you are on your own area, if your shield is not emptied out, you are safe from the enemies. You conquer new areas by drawing out of your area. But while drawing, your shield is deactivated. So you are open to danger from the enemies. Your shield decreases constantly. If you do not conquer at a certain frequency, your shield will burn out and you will not be safe on your own areas as well.
Here is a quick video that sums the game play pretty much. For a quick demonstration, we placed a time stop power-up at the beginning of this level (we don’t have music yet).
There are 3 difficulties in the game. The difficulty affects enemies, your shield and required conquered area percentage for the victory.
What happens when you pass a level?
You see the related girl’s photo, and continue with her story or unlock the next girl.
How many girls and bosses?
8 girls, 24 bosses, 24 minions, 4 traps, 4 power-ups, and 2 towers! Evil towers of course. Each boss and his minions were uniquely designed. They all have different attack types and behaviors, which consist a rich content.
What about the stories and the other content?
Here is a screenshot for how the level selection and stories will be seen in the game:
I wrote the texts in the game in a book format with pictures. Later, I decided to make them an artwork book of the game. You can see the digital and the physical format in the rewards list. I am not a native English speaker; therefore, I will make sure to proof read them before the release.
Here is an illustration how the art book would look like!
The game is currently mostly finished up, as my budget. I will be releasing the game no matter what in February. But I need some support to make it better. So here is a list of thing I will spend the funding:
I want to translate the game as many languages possible. Properly translating all those stories and every other stuff in the game is really not cheap. I also want to work with a proof reader for the English texts before all the translations (after all I am not a native speaker, and I don’t want the players see any English mistakes). With the proof reading, the texts will be perfect.
My prior aim to support the languages:
English (default), German, French, Russian, Japanese, Korean, Chinese
If everything with the game goes well, I am planning to increase the number of languages Mokoko supports. My previous games with less translation work supports 13 languages in general. I value supporting many languages.
There is no music in the game right now. I am planning to have 9 tracks. Voice-over of simple expressions for the bosses and girls will be added as well. Those will not be belonging to any language, but in Japanese speaking style. For example: “Haha! Waaahh!? Ohhh!”
There are still missing menus and screens like defeat screen, victory screen, options menu, etc. I can somehow manage to make them myself. But I am pretty sure you would prefer a professional artist completing them.
This is actually my biggest concern. I really want to market the game much better. No marketing budget means you hardly get a chance to meet with your real audience. I want to be able to show my game to people who could like it and play it. There is no limit how much you can spend on marketing. With my pledge goal here, I am actually just asking enough to be noticed a bit. Every cent is precious. I will be very careful how I spend my marketing budget.
The pie chart
There is no Kickstarter without a pie chart. So here is ours:
€2250: I mentioned above, for each boss and girl there are 9 dialogues. I will make those 15.
€2500: There will be 1 more chapter with 1 girl and 3 bosses
€2900: There will be 2 more chapters with 2 girls and 6 bosses
€3300: There will be 3 more chapters with 3 girls and 9 bosses
€3700: There will be 4 more chapters with 4 girls and 12 bosses
The extra dialogues are for the actual release. The extra chapters will be offered in DLC format after February, 2020. I will provide free keys for all the funders.
Even if Mokoko fails the funding but gets a partial success, this would make me trust the project much more. Seeing people appreciate your work is the best part of creating stuff. No matter if they are few or many, I would become very happy to see people acknowledge me that I made something interesting for them. Hence, I will work much harder to not disappoint anyone’s interest!
If you want to support Mokoko further, you can wishlist it from Steam. Also you can join Mokoko’s new community page on Discord
Steam Page – Windows Demo – Mac Demo – Linux Demo – Discord Server
Being an indie developer is a risk itself. But this project is almost completed, I am working on it day and night right now. Until the launch day, If I am not injured in a serious way, it will be released just in time! I set the release date for having enough time to finish everything without getting crunched. If the project gets all the stretch goals, not the release date itself, but some of the stretch goals might be postponed few days or weeks.