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Koe is an introduction to the Japanese language in a game reminiscent of traditional JRPGs like Final Fantasy and Pokemon.
Koe is an introduction to the Japanese language in a game reminiscent of traditional JRPGs like Final Fantasy and Pokemon.
4,169 backers pledged £75,167 to help bring this project to life.

Getting ready

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Hey guys!

We know many of you have been eager to get something playable. We've held off giving dates until we believed with certainty we could release something that works as a proof of concept and reflects what the final version of Koe will be. We're close to where we want to be now, as such, we've carefully planned, and decided on a demo release date. 

As a holiday present for you guys, the Demo release date is planned for *drumroll* 25th December 2016! Two artists and myself will be working during the holiday period to make sure this happens, and as we're already pretty close to what we want to show there will be an update next month giving you full details of what will (and won't) be in the demo, along with the prototyping build for the demo for all backers of this tier. There will be an update on Christmas day, but we know not everyone will be able to play it immediately, so we'll once again point to our forums for all discussion related to this.

Event updates

We've added more language into the early story portions of the game, you end up with a small arsenal of moves during the beginning quarter of your journey so you can get started on the language grinding from the get-go, instead of waiting for Kana you can't use yet.

 

 

 

The fire city

This is an area that won't be in the demo, but a lot of development has been happening on it this month that it'd be a shame not to give you a teaser or two of the walkaround of this area. The fire city will be the last city the player visit's on their journey.

 

World map

We've changed how events work on the world map happen, as we believed most of the interesting happened either off-screen or immediately after an event was invoked. We wanted to make exploration rewarding and make the player's actions count, so something like saving the lake or breaking into a temple are much more explicit now.

 

Battle moves

We've made a lot of the battle moves clearer to reflect the meaning of the word. Some of them are outright crazy, but this will help language retention (the crazier, the more likely you'll remember, right?)

 

 

 ...and that's all for this time folks! We again want to express our deepest gratitude to our backers and fans, we appreciate all the patience you've had to endure and all your messages, comments and feedback is what keep us going. We know Koe is long overdue, but we wouldn't want to settle for anything but the absolute best, and we genuinely believe we're nearing that.

See you next month!

The Strawberry Games Team

Colin Willier, Sara O'Connor, and 30 more people like this update.

Comments

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    1. Missing avatar

      Jade Willow on

      16 more days, I'm so hyped!

    2. Nakano
      Superbacker
      on

      I would have a wish for alternative dialog boxes. I think transparent blueish would be nice as an alternative to black: http://i40.tinypic.com/oqd7xz.jpg or an example for even a little more stylized: http://blog-imgs-44.fc2.com/y/u/u/yuuiti33/20100807-10.jpg If there is time while waiting for assets might be worth prototyping. I don't visually like the black dialog box very much; blue color would remind me a little of Final Fantasy series.

    3. AKASlaphappy
      Superbacker
      on

      Awesome look forward to getting my hands on the game.

    4. Missing avatar

      Vivvav on

      Also the graphics are looking a lot nicer. I'm very excited.

    5. Missing avatar

      Vivvav on

      Demo date! Finally! I've been waiting all year for this!

    6. Jitesh Rawal Creator on

      @Renaud, it'll be released for Windows, Mac OSX and Linux

    7. Renaud Lepage on

      Here's the big question: will you also release the demo on Linux?