The Path To Die | Feudal Japan action & adventure game
The Path To Die | Feudal Japan action & adventure game
TPTD is an action and adventure 2D pixel art game with a top-down perspective set in Feudal Japan with an innovative combat system.
TPTD is an action and adventure 2D pixel art game with a top-down perspective set in Feudal Japan with an innovative combat system. Read more
Travel to Feudal Japan as one of the most lethal Samurai warriors. Immerse yourself in a story of action and intrigue, exploring the vast lands surrounding the Imperial Palace in a detailed 2D pixel art adventure.
The videogame is strongly influenced by titles like The Legend of Zelda, Resident Evil, Demon's Souls or Hotline Miami, which served as inspiration for the team to create The Path To Die.
The Path To Die is an action and adventure 2D videogame with a top-down perspective. It is presented in detailed pixel art with exploration, highlighting its fierce fighting to the death with traditional Japanese weapons. In the game we will travel to Feudal Japan.
In this adventure we will visit different areas of a large Imperial Palace with its huge gardens, pagodas, cemeteries, villas and lakes where we have to infiltrate and face a large number of enemies guarding it in search of something impossible that is believed to be lost.
The game has been under development for a year and a half. If the kickstarter is successful it could be completed by the end of this year. The Path To Die will be released on Steam and if we achieve our stretch goals we plan to launch on Switch, PS4 and XBOX One.
The narrative scenarios of The Path To Die take us to the most spectacular and familiar places in Japan and are so diverse that the player will even walk through the green gardens of a pagoda to get lost in the labyrinths and forgotten graves of the dark and wet Japanese cemeteries. To achieve this a special technique has been worked on to create more detailed and developed scenarios in pixel art, so that the player can take joy in walking and traveling around freely.
The combat system is one of the most important aspects of the Path To Die and is designed to be played with a gamepad, because unlike other games in which we attack by pressing buttons, here the various attacks are performed by moving the right hand stick. For this they have developed specific controls designed so that, in an intuitive and fun way, the player can attack in different ways according to the movement that the stick makes. Thus if the player, for example, takes a semicircle from left to right, they will attack in that way. This allows the player to immerse themself in combat making him or her the one who wields a katana and cuts their enemies, improving the gaming experience and enabling the player to use their repertoire of attacks appropriately in any given situation.
- VERTICAL CUT
- HORIZONTAL CUT R-L
- HORIZONTAL CUT L-R
- 360 CUT
Scattered around the map, we often find save points represented as typical folios of Japanese calligraphy which save our game like in a Resident Evil.
The various extensive areas of the game can be explored with total freedom. As the player advances in the story he or she will find new buildings or areas that can be accessed through the use of objects or keys. Often the player will encounter elements that prevent them from continuing their journey or moments in which following a fight, their injuries require immediate attention and that is where the exploration rewards the player, as these lack of indications force the player to orient themself and find out how to further progress towards their goal, often through the notes and tracks that can be found and that may be used to discover secret loot or new hidden roads.
In this adventure we take control of a Samurai without a future who has wandered through half of Japan to enter the inside of one of the largest and well protected palaces of the archipelago, belonging to one of the most fearsome clans which hides one of the greatest and darkest secrets. We will become the incarnate of one warriors of the country who served in the greatest battles until the war ended when Samurais, as such, lost their important role in society, as well as their usefulness in the system.
Throughout the game the player will face a great variety of enemies who use weapons of all kinds and possess different skills to defeat him or her. From simple Samurais with a katana to armed enemies with naginata or bows, others equipped with full armor and lethal women armed in both hands, each enemy has different skills and statistics, which will be random so that the player will never know if he or she is facing a fast enemy with more resistance who is able to withstand a large number of blows. Often in each area the player will come face to face with their final enemies who make use of unique skills to defend the honor of their master.
- Katana: The main weapon that accompanies every Samurai and the most characteristic sword of Japan is the principal ally with which we will count on throughout the adventure. With a very sharp curved blade, just one meter long and one kilo in weight, this single-edged sword takes us along the adventure, bringing death to anyone who dares to challenge us.
- Yumi: The Japanese bow par excellence that every Samurai should know how to handle on land or by horse. More than two metres high, this asymmetric bow was ideal for shooting, riding and very capable of penetrating the enemies' armour. Any far away enemy we catch sight of will not be safe.
During the development of the story the player will find objects of various kinds and different uses. They will be wrapped in handkerchiefs that differ by their three colors: In the purple ones we find items that will restore our health, while in the blue ones we find others which regenerate our strength faster. On the other hand, in the red handkerchiefs we find different objects such as sharpening stones, so that the sword does not lose its power to inflict damage, bombs or bandages to prevent our character from bleeding to death.
The objects found during the game can be different and vary greatly in their usage: From fishing rods that help us reach objects submerged under a lake to shovels that dig up chests or bombs to blow up doors or walls.
Throughout the adventure notes can be found scattered around the map that allow us to recover the body of fallen enemies or drawers and tables of houses that we are exploring. They may contain information about the place, as well as the various characters or history, but also clues about hidden objects or secret entrances.
There are different types of keys and each one opens a different door or chest. They can be found in any corner along the adventure, allowing the player to advance and open new avenues to explore new areas.
The artwork of The Path To Die is characterized by the influence of beautiful traditional Japanese art and its peculiar way of illustrating battles and characters. The design of the narrative scenarios, unlike other pixel art games, has a unique creation process which is longer and more complex, but at the same time also provides us with the opportunity to offer players some very special detailed scenarios as though they were painted on a canvas.
- T-SHIRT: An exclusive t-shirt only available on the Kickstarter campaign. Available size: S, M, L, XL (European size). Only one design available.
- POSTERS: Two different posters (A3), one of an artwork (signed by Cat Logic Games) and the other of the The Path To Die's map.
- PACK OF POSTCARDS: Four exclusive postcards (A5) of the art of the game.
- EXCLUSIVE PAINTS: This exclusive Acrilic Paints are hand-made by the The Path To Die's artist, who is also a painting teacher. There are 3 kinds of acrilic paints; small (A4), medium (A3), large (A2). All of them are uniques and exclusives for the Kickstarter campaign. * The paint will be sent disassembled and will only be sent the canvas to prevent external damage (supports and tensors not included).
The Cat Logic Games team is a very small group of people in love with this great video game art, who with enthusiasm and effort work daily with the aim of fulfilling their dreams. Since we were little, video games have allowed us to travel to fictional lands and explore or visit past worlds. They have allowed us to take on different roles and to decide the course of history. We have been able to experience things other art has not been able to provide for their consumers. Video games have not only given us amazing experiences, but have also made us the protagonists of the most incredible stories. Therefore, we do not only consider it entertainment, but also some of the greatest video game artwork that can be enjoyed nowadays. This has given us the priveledge of not only being consumers but also creators who are part of this great industry and can share our experiences of so many hours of fun and so many amazing adventures. With your help we can grow and all our projects will see the light of the future.
-Devastation and Revenge Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License
-Living Voyage Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0
Risks and challenges
Although the development of the game is already in an advanced stage (one and a half year), the studio will try to get the needed funding to improve the game. Reaching our goal would allow us to get a BSO on par with their art design. Also we will use part of the funding to translate the game to more languages than English and Spanish.
The game will be finished with or without the financing but with a big different quality depending on the Kickstarter campaign result.Learn about accountability on Kickstarter
- (32 days)