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A refreshing take on RPG featuring moral-driven storyline, six points of view, multiple personal arcs, and beautifully hand-drawn art.
A refreshing take on RPG featuring moral-driven storyline, six points of view, multiple personal arcs, and beautifully hand-drawn art.
A refreshing take on RPG featuring moral-driven storyline, six points of view, multiple personal arcs, and beautifully hand-drawn art.
1,311 backers pledged NZ$ 60,630 to help bring this project to life.

70 Hours Left -- Prototype Updated!


Hello everyone,

70 hours left until the Kickstarter campaign reaches its end, and we're stepping ever closer to the fourth stretch goal. Hope we can get a good surge these last few hours! :D

Prototype Updated

When the campaign reaches its last 48 hours, people who starred this project will be notified. Most likely they'll be checking back and rethink about backing us. To prepare for this last-days surge, we updated the prototype with some tweaks and additional features!

Some of the stuffs we added:

  • Streamlined environment assets for easier and faster area-making
  • Additional particle effects to further beautify the environment
  • Movement speed tweaks
  • Obtainable items scattered everywhere
  • Harder enemies and better combat AI
  • Event trigger for a special enemy spawn
  • Fixed bugs on certain skills
  • Skip option and animated icon for dialogues
  • Fade-ins and outs for the user interface
Please do try the updated prototype again and tell us what you think. Your feedbacks have tremendously assisted our development! ;)

User Interface

We've been trying out several UI tweaks, but haven't decided which we're going to take. We'd like to humbly ask you to help us pick among these main-menu concepts below:

Current Layout:

This format aims for a simplistic approach by only showing the three active party members. We'll add an arrow icon or a button information for you to select reserved characters. However, as it's not as explicitly shown as pictures, the layout may confuse players to thinking that there are only three characters available.

Test Layout 01:

A derivative of the current UI, it shows all of the characters in the party -- both active and reserved. We'll differentiate the reserved characters with a dark overlay colour or smaller pictures.

Test Layout 02:

This format aims to show the six characters in their 'whole'. Since dialogues only show bust-up pictures, this kind of user interface also serves to remind players on how the characters really look like. Also, this layout will make wardrobe changes more apparent!

It may look a bit bland because of the large grey area, but if this layout proves to be best-liked we'll be filling the empty space either by enlarging character images, adding ornaments, or perhaps functional stuffs.

Which one do you like best? Please tell us either in the comments or through a direct message to us :D

Project Highlights

Dead Synchronicity is an old-school 2D graphic adventure game featuring space-time distortions, a dystopian atmosphere and a dark, bloodstained plot. While it's a whole different genre than Celestian Tales, a setting which shows the darker sides of humanity may be of interest to some of you :)

That's it for today's update! As always, we'd love to hear back from you through any method you prefer -- be it comments, direct message, or through the forums. :D

Thanks again!

Socrates, Shiru XIII, and 24 more people like this update.


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    1. Starfire on April 2, 2014

      Only because the usual layout for RPG's is either the current or 01 whilst 02 makes it look fresh, something different!

    2. Missing avatar

      Rolando Contreras on April 1, 2014

      I vote for layout #2

    3. Missing avatar

      Kaze1981 on April 1, 2014

      I have to admit that I prefer the current layout best, however if I was to pick one of the test layouts then I'd go for layout #2, test layout 1 comes across as a bit too cluttered to me.

    4. Apopas on April 1, 2014

      I vote for the current layout.

    5. Socrates on April 1, 2014

      One idea would be to have the background change depending on the area you are in, so it shows the group against a backdrop of a castle, a village, a forest, etc.

    6. Ekuator Games 3-time creator on April 1, 2014

      This update maybe has the most comments we've ever seen -- not only here, but also on other projects. We're very happy to listen to all your great feedbacks! :D

      So far it looks like Layout 2 with less grey area (either enlarged characters or additional ornaments) still takes the top spot, with less dark overlay colours, and maybe with the active characters on the front.

      Still thinking on how to add more practicality to it -- something the Current and Test 01 layouts seem to have better (looking at your feedbacks). In the long run they may make for a better user experience. We'll tinker with that layout and see what we can do to improve it. ;)

    7. Yinyamina and Trexrell on March 31, 2014

      Totally meant current and 1.

    8. Chenille on March 31, 2014

      I like layout one fine, but I would prefer layout 3 with a bit of work.

      Layout 2 reminds me a lot of Dragon Age selection screen, it really feels like you have the character *in* for the adventure, mostly because you see them as a whole. But! I think they should occupy the entirety of the screen, so there wouldn't be grey space up above. It really feels wierd to have them at the bottom.

      I just feel it's the best way to render the characters.

      Layout 1 would fit better with different type of artwork, mostly so we would get a different screen while popping the status page. It looks less erm... I dunno, interesting. Now if there was something more... quick-looking, something *new* it might make it more practical, and the nice artwork could pop in when playing with equipment or anything.

      Current layout is nice too. I like it just fine.

    9. Missing avatar

      Michael on March 31, 2014

      I think I like Layout 1 more. If I was trying to quickly select a character, Layout 1 would be the best at it, and speed is key.

    10. Venron
      on March 31, 2014

      Add another vote for layout 2. I think it is nice to be able to see the full characters somewhere.

    11. Justin Passmore on March 31, 2014

      Man, looks like I'm going against the grain here. I like layout 1 a bit more. I certainly don't hate layout 2. Maybe the inactive characters are a little too dark for my taste, maybe I'd like it more if they were only slightly darker than the active ones? Enough to see more detail, but clear enough to differentiate them from active.

      Then, if you go with Layout 1 (fat chance at this point :P) Have the fuller body artwork on the status screen or something.

      Also, no one's talking about the updated demo! I went ahead and replayed it. Maybe I was too focused on other things like the art for the first playthrough, but I really payed attention to the battle system this time and found myself really enjoying it. I even developed some strategies as I went.

      For the normal battles I typically used Ylianne to use her ability (wind caller?) to feed SP to Reynard, who used shield breaker to one shot the bandits. That ability MAY be overpowered :)

      I especially enjoyed fighting the new monster at the end. That also took some strategy, and some luck that he didn't attack certain characters twice in a row. I had to trade off defending with the females so they'd have spare SP to heal, and Reynard slowly whittled him down.

      I'm not sure how accurately the prototype will represent the battle system of the final product, but for now I had a lot of fun with it! For those who haven't checked out the updated prototype, be sure to do so!

    12. Elizabeth Crystal Lloyd on March 31, 2014

      I don't think the current layout would be confusing (I think we're used to only being able to see characters not in the active party by going to the "party" button anyway), but I also really like the layout #2 with almost full body sprites. I'd say #2 is my favorite, with the current coming second, and #1 third, with a decent distance in preference between all of them. I mean, I REALLY like #2. =)

    13. Missing avatar

      Lukas Daniel Klausner
      on March 31, 2014

      Test Layout 2, definitely.

    14. Disposable hero on March 31, 2014

      Hi !
      I prefer the layout 2 far beyond the 1 :D
      I have a suggestion to enhance the second layout : part the caracters inbattle party from the others. The battle party are standing (as it's like already) and the others are depict in a more "not in stress" pose (yes I know it will lead to more work but I suggest it though :p
      hope ti will help and good job so far !

    15. Ailantan | Story addict on March 31, 2014

      I prefer Layout 1 with greyed out character that are absent.

    16. Michaeljack on March 31, 2014

      I suggest following the 'Tales of x' example. Layout 2 but when you move to 'Status' change to full image of the character in question

    17. Dave, Shadowrunner on March 30, 2014

      Another vote for Layout 2.

    18. Beltaranis on March 30, 2014

      Layout 2 is great ! Like others said, with the active members ont he front it would be perfect.

    19. Steve Smith on March 30, 2014

      Well it seems like Im in agreement with alot of others in this comment section lol..
      Layout 2 is my choice. I also agree with Elijah Triche that it would be nice if the selected party members were automatically moved to the foreground... .

      Good luck with the last few hours hope you guys are able to make the next goal!
      Cant wait to see the finished game loving what im seeing from the prototype

    20. Alexandre MANGIN on March 30, 2014

      I prefer layout 2 too. As for the prototype, it freezed after my party was defeated and I could do nothing but close the program with ctrl alt del. Anyway, very nice prototype. I really liked it.

    21. Yarow12 on March 30, 2014

      I vote Test Layout 02.
      It'd be better if the selected/active party members were automatically moved to the foreground in the same way that Aria is in front of Reed.
      Seeing larger images of active party members would be preferred even if nonactive members get pushed to another screen as a result.

    22. Jon John
      on March 30, 2014

      Layout 2 for sure. As Jonathan said, make sure the active members come to the front. That will not only look nicer but it will also mimick how the inactive members are "hanging back"

    23. Missing avatar

      firesock on March 30, 2014

      Layout 2 definitely.

    24. Ryan I on March 30, 2014

      Layout 2 is superior!!!

    25. Missing avatar

      Adam McGrogan on March 30, 2014

      Test Layout 2 definitely!

    26. James Garza on March 30, 2014

      Test layout 2 is the best.

    27. Missing avatar

      DeathMoJo on March 30, 2014

      Beating that dead horse, layout 2!

      Also, would love to see this game support touchscreen controls but i know that is just a wish!

    28. Pogopuschel on March 30, 2014

      Hmm, layout 02 looks really nice but I think layout 01 would be better in the long run. It is just simpler and more convenient IMHO.

    29. Helena on March 30, 2014

      I like layout 02 the best - reminds me a bit of the Dragon Age games. Just add a nice background and, as a few other people have said, maybe make the characters a bit bigger and the 'unselected' characters a bit lighter.

      I tried out the new prototype, and the additional graphical details are very nice (e.g. the fish in the ponds), as are the more challenging battles. I did spot a couple more bugs:
      - After Reynard was knocked out in combat, I revived him using healing magic, but he no longer appeared in the turn queue and enemies ignored him.
      - There are collision problems with the fence in the far north of the village.
      - Descriptions for some of the inventory items are so long that you can't see all the text on the screen.

      Good luck with the last 66 hours of the campaign!

    30. Missing avatar

      Jake on March 30, 2014

      Test Layout 02 is my favorite!

    31. Doug Neumann on March 30, 2014

      Test Layout 02 is my pick! That actually can segue nicely, when an individual party member is selected for their details (inventory, talent, equipment, etc), into the appropriate screen which would then use the expanded headshots in the current layout. That way you [a] get to keep the great close-ups, [b] still have that visual indicator of whose details you're looking at, [c] get to see costume/clothing/armor/gear changes visually (as you noted, but worth noting again, because that's a great feature - too many games never change your "inventory screen picture" regardless of kit).

      I initially thought the not-in-party characters were just a black outline, then I realized I had my monitor set for a horror game, and that the full art was visible, just very dark. I like this, but I think personally I'd like them shaded a bit lighter for visibility. I'm also wondering how selection is made. If you outline the currently selected character it's clear who's being chosen, and if you are working w/the inventory or abilities of a character not in the current party that seems the way to go, otherwise you'll on-click bring them to the foreground and "into the party" just to look at their gear. If those outlines are able to be done quickly enough, then you could even consider outlining on mouse-over, and if the character's not in the active party, brighten their image (but not to the level of in-party members) to show their full body picture. Maintaining that "slightly darker if not in party" look lets you select in- and out-of- party members for inventory and skill manipulation without fear of player confusion.

      Just a couple of thoughts. I'm really liking what I see; thanks for sharing and keep up the great work; I can't wait to get my hands on this beauty and dedicate a weekend to exploration!

    32. Boris on March 30, 2014

      Test layout 2 looks way better.
      In the current demo, if a character falls, they can still be healed and will stand back up (though they don't fight). Also, if all characters fall, the only way to continue is by Alt-F4 and restarting the game. Better get that fixed before the 48 hours alert.

    33. Jonathan Stein on March 30, 2014

      Another vote for layout 2!
      What I'd like to see changed, though, is for the silhouetted characters to be layered behind the chosen characters so we can see the full art for each.

    34. Missing avatar

      Ken Burwood on March 30, 2014

      I like Test Layout 2 the best! We get to see their portraits regularly while talking, so it's nice to see a more full view in the menu, to appreciate the artwork.

    35. Juan David Barreto on March 30, 2014

      Test layout 02, it looks very awesome

    36. Saodhar
      on March 30, 2014

      I also like the second layout more. Character art is too fine to hide it. :)

    37. Daniel on March 30, 2014

      Layout 2. maybe with bit bigger characters (to avoid all this free space on the top of the screen). the current layout is fine as well as long as the arrow icon is apparent enough.
      layout 1 is bad.

    38. Nakano
      on March 30, 2014

      I like the current layout best (second choice would be test layout 2). There could be a down arrow to indicate that more non-active party members can be selected by pushing a down button. Those characters could have a different "aura"/grey background to know that they do not belong to the active party. This could also be explained briefly in a tutorial so that the player will know/remember. Note: The "Exit to Title" button is very dangerous in the menu, especially with no confirmation. I pressed it accidentally. Luckily I saved a second before ;) A full game of course needs more save slots, but I am sure it's coming.

      "Green Crystal" and "Greater Green Crysta"'s (too long word) explanation in battle screen are over-long. Should be multilined. "Feybane Oil"'s description reads "damate" instead of "damage".

      Is player supposed to know what non-damaging enemy attacks do? Like "roar" or "charge". During the battle it might also be nice to look other characters skills to check "whether it was 5 SP or more needed to heal all characters?" I also noticed that using item doesn't increase SP. Should it?

    39. Jeffrey Williams
      on March 30, 2014

      I really like Test Layout 2. Maybe shift the character up a bit?

    40. Leewelo Lorekeeper
      on March 30, 2014

      Layout 2, zoomed in a bit
      You may also just give the choice in the menu

    41. Missing avatar

      on March 30, 2014

      I love Test Layout 2 already. It's a great idea, and I'd love to see some data along the top, like HP/MP bars, a short description of what your next objective is, or anything you come up with.

    42. Ekuator Games 3-time creator on March 30, 2014

      Layout 2 is quickly taking the top spot! :D

      @Michael: Absolutely. The battle animations are high on our list to be tweaked -- that's why we put the Enhanced Animation as our first stretch goal. Now that we've reached it, we can polish battles with more frames for fluid movements :)

      The frames take time to make, though, so they're not here yet. Thanks for the input!

    43. Shiru XIII on March 30, 2014

      I have to admit that I prefer the 2 test layouts ;-)

    44. Michael on March 30, 2014

      I'm satisfied with everything so far, especially art for the background, keep it up.
      But cannot stand the speed of battle, the animation is so slow, maybe try to see FFX-hd as reference of battle speed.

      As an RPG, most of the time will be spent on battle, so please make it more interesting. So, for me it's only the battle still not satisfying, others are great.

      just my 2 cents :v

    45. IamHowie on March 30, 2014

      Layout 2 but with more closed up look

    46. Chris Chen
      on March 30, 2014

      I like layout 2.