RPG CT: Demon's Revenge
A clash of two races, heroes struggling to bring unity and a mystery that can annihilate the world!All in this comic book-inspired RPG
Vote for us on Steam!
Billy D from One Angry Gamer, September 4, 2014
“It reminds me of one of those games from the Sega Genesis days where you would rush home on a bright sunny day – race to your bedroom and plop the game in, only to be transported to a game world where the adventures and characters pull you deep into mythos until your parents yell for you to come down for dinner.”
Indie Retro News, August 20, 2014
“With beautiful landscapes, lovely stylish graphics, inspirations from games such as Final Fantasy 7, Chrono Trigger and the exploring and puzzle solving of Wild Arms 2nd, lets hope that Celestial Tear: Demons Revenge has more success on it’s second run.”
Katrina Filippidis from Indie Game Mag, September 3, 2014
“Demon’s Revenge appears to be a highly promising return to the roots of JRPGs, but at the same time manages to stand out from the pack through its edgy, comic style art, rather than being influenced by anime or manga.”
Bernard Jurkovic from BugHR GamesMaster, September 7, 2014
We have a translated excerpt: ”Before us is a 2D world of retro graphics and story driven comic game cinematics, strategic planning group struggle with the use of the environment in which we find ourselves, lots of secrets and unique items, and lively world of the planet.”
Check Out Our Notable Updates!
$25 Custom Demon's Revenge T-Shirt *Designs may vary
$8 - Extra Digital copy of the game
$8 - Digital Soundtrack
$15 - Digital infobook
$30 for physical (or extra physical copy) of the game, including the manual.
$12 for poster or world map by Ricky Gunawan.
Example of world maps by Ricky.
Add $15 for outside the US unless you already pledge for physical items.
If we didn't explain it well enough for you, we have a few let's players who can demonstrate some things noted!
Celestial Tear: Demon's Revenge was developed with the idea of making a JRPG that was unique but also built on the same premise which made those titles in the early 90's so great. Inspired by the likes of Final Fantasy 7, Chrono Trigger, Suikoden 2, and also the exploration and puzzle solving of Wild Arms 2nd Ignition, Demon’s Revenge accepts the challenge to be hailed as one of the greats.
On Hasphal, humans rule the world. Jehts, a race dissimilar to humanity, are forced to the harsh regions of the world as decreed by the human Gods the Gaddock. You play in a world lost in time. Traditions have started to dissolve and places thought to be sacred are being explored and excavated. Relics of a great ancestor begin to surface and religions and a way of life is challenged. New technology has surfaced and the age of the Gaddocks begin to fade as the Jehts are ready to claim the world as their own.
You play as a very diverse group of characters; humans and Jehts all coming from different walks of life. Gain different perspectives of the conflicts going on in the world and find out the truth about the world of Hasphal.
In the town of Nionlah lived a quiet, unusual little girl. That girl was Sen. She was different but no one could quite put a finger on it. She looked normal. Lived with a normal family, but no one quite felt that she belonged; not even Sen herself. She felt no connection to anyone around her, coming off as rude and sarcastic. She trusted no one. Only Sen knew the true torment that twisted her soul and rotted her mind. All her life Sen was plagued by dreams of torture and pain.
Years had passed and she began to form a strong bond with her brother Niraku. She trusted him and since they grew up together, she felt he was the only one to understand her. Soon her normal life would end, and what Sen truly was would emerge. Awakening from another one of her frightening episodes, she found herself drenched in water standing deviously over her drowned brother. Outraged and blind by the apparent genocide of their beloved child, Sen's parents screamed "Demon!"
Life for Sen changed. Her life unhinged from beneath her. Hunted as a lowly animal and labeled worse than the ground she tread on, Sen felt driven and pulled into the only place she knew no one would come looking for her. The forbidden Origin Forest.
Years have passed. Surviving on her instincts and living off the land, Sen managed to sustain an existence. Legends of her presence as a demon led many to hunt her down in pursuit of fame and honor. Losing all hope and grip on humanity, she vows to become the monster everyone wants her to be... Until one day an unprepared demon ridder named Jagen sees more in her heart than she thought she had left.
With every last fiber of her body, Sen only knows survival. Her life is vague. Plagued by dreams of horror and frustration of what she believes them to be. Having betrayed the only family she has known by killing her brother, she seeks no truths and accepts the inevitability that she will always be hunted as a demon.
Born with nobility Jagen has been bred with the finest teachings and training. Jagen’s family and culture has pressured him to hate what he does not understand, jehts. Jagen could not protect his wife against them. He found his wife brutally murdered by jehts. Stricken with grief, unable to slay the “demon” that did this to her, he puts up arms. Not in revenge for his wife but to defend anyone these creatures would come to harm. So he joins the ridders, Hasphal’s elite defenders, to protect the ones who need protecting.
Growing up, Jynx has always been able to hide the fact that he is a jeht. He could blend in with hasphalians by changing form and looking like one of them. He attended school with them, worked with them, he wanted to be just like them. Jynx even fell in love with one of them, but that all felt like a lie to Jynx and he could not live his life that way. Accepting that jehts and hasphalians could not live together, Jynx travels like a nomad living with both hasphalians and jehts, trying to find a place for himself in the world.
You play as a diverse cast of 6 people from all different types of backgrounds. Traverse across the vast planet of Hasphal and delve deep into the core of the world's history, making discoveries that can change how people view the universe. Battle colossal and creative creatures in a battle system using your environment to your advantage. Upgrade your weapon by inserting enhancements and enchantments into their slots. No skill is useless as they level up with use and skill points.
We want exploration to feel exciting, we want you to be surprised when you stumble upon something cool, when you take the less beaten path. The things you come across will tell more about the lore of the world and help you get a better understanding of some things on your journey.
The combat system is a conditional turn based battle system (CTB). The CTB is a turn-based system which does not operate in rounds, instead it uses an action list, which can be effected through various means throughout the battle, similar to Final Fantasy 10.
The main goal of our battle system is to make it fun and strategic, so we added the element of special abilities and environmental interactions. Depending on a character’s skills and abilities, this could mean a variety of things. You could cut down trees or knock down pillars and use them against your enemies before they can use it against you.
• An intriguing storyline filled with themes of discovery, morals, and the common good vs evil tearing into those shades of gray
• Fun and enticing gameplay with 6 different characters to join your party
• A dynamic day and night system that effects gameplay including advanced NPC AI
• An action packed, strategic battle system
• Unique crafting systems and minigames
We wanted to really separate ourselves from most JRPGs, so we adopted an art style that could be considered foreign to the genre. Our character art and motion cut scenes resemble that of a comic rather than some anime or manga. We feel it brings a more edgy, and more serious look and feel to the game and also makes it more action oriented.
Most of our childhood took place in the 90s and that is where we gained a love for pixel art. We have been working and refining our skills in pixel art for the last few years. The skills we've earned make our game look vibrant and alive. We choose to use a bunch of animations for how the world would feel for all times of the day.
One of our main goals with Celestial Tear: Demon's Revenge was to make our battle system unique, fun and engaging. One of the ways we went about that was with the inclusion of larger, more animated, battlers and backgrounds. We chose to go with the fighting game sized images because we feel it invokes more presence and we can also do more intricate details on the sprites.
The music in Celestial Tear: Demon's Revenge is a very important aspect of the game's overall presentation. The music sets the tone and invokes emotion when played not only in game, but it holds it's own even when you're just listening.
24x36 main character & 24x36 enemy & 24x36 map of the world
19x27 custom ct:dr & 19x27 your town map
One for Playable Character & One for Boss & One for Town
24x36 enemy & 24x36 map of the world
19x27 custom ct:dr & 19x27 your town map
One for Boss & One for Town
24x36 enemy & 24x36 map of the world
19x27 custom ct:dr
One for Boss
White Guardian Studios is currently made up of just two developers. The other members of the team are contract workers. We strive to uphold quality, playability and fun in our games.
Whitney White- Whitney is the writer, developer, coder, and the occasional pixel artist. Whitney has always had a love for games ever since she first picked up a controller and controlled the orange ball of !&*? that is Q-Bert. Whitney has been writing since the days of the dreaded noisy TYPEWRITER and has always wanted to write for games. Now she is finally getting her chance to tell a story to the masses. Whitney has 3 exuberant kids, ages 6, 3, and 1, and manages to balance work, kids, and love every single day. Whitney's favorite games are Tomb Raider (ALL OF THEM (except the black sheep Angel of Darkness... That doesn't count :P) ), Suikoden 2, Final Fantasy 8, and Pharaoh.
Tyrell White- Tyrell is the concept artist, pixel artist, co-writer, and co-developer. Drawing has always been a passion for Tyrell and comics were the cause. Tyrell is persistent and passionate about everything his name goes on. That includes his family, his work, hobbies, etc. Tyrell was always a fan of the Wild Arms series as well as the Legacy Of Kain series and has brought some of those influences into CT: DR. He also fills Whitney's plot holes and comes up with great ideas to make the game better.
Ricky Gunawan - Ricky is the character artist, sequential artist, and environmental artist. He is a talented, hardworking guy. Mainly working on book covers, we got really lucky when we found him and he actually wanted to do work for a game. His art comes in many styles as he is very versatile having done everything from children's books to anime to gritty comic art. He is very supportive of the team and has become a vital part of it. We hope to bring him on for many other games after this!
Zach Betts - Zach does all of the sound effect design for CT: DR. He is into game design and music, playing for an Australian band called Stone Chimp. He brings a unique style of sound to our game and strives to get it right. He has become a good friend and offers great advice and feedback on the game's development.
Michael Correa - Michael is one of the composers and has always been supportive of our project. He better be :P He's Whitney's brother. Michael has taken a step back from working on the game's music, but still contributes melodies and originals for Mark to work with. Michael has always had a passion for music of all styles as well as video game music from the likes of composers such as Nobuo Uematsu (Surprise).
Mark McKeich - Mark is one of the composers for CT: DR. He is also working on a couple of games, one being a horror game called Oneirophrenia. Mark has also been picked to join the staff of the official RPG Maker community for his outstanding composing abilities.
We chose to use Kickstarter for a number of reasons. We want to build awareness and exposure for our game and we want feedback on our project to make it better; something that gamers would love to play. Finally we want to finish the game much faster. We have been putting as much work and money into it that we do not want to lose the momentum that we are building. If we get funded, we can continue to produce our game at a much faster rate and a higher quality. We want to start a career doing what we love. My wife and I wake up every mourning since we met just to make games together. That is what we do. That is our life, and it is our dream to do it for a living.
A lot of people go on kickstarter to work on their project full time. It allows Whitney to work on the game full time. Since she does most of the work. The 4,800 will mostly go to living expenses which allows me to work less time at my job and concentrate more on the game for 3 months. The 4,800 will cover all our living expenses for three months. My income will supplement that until January or the opposite which ever way you want to look at it. With the rest of the money going to our artist, musician, and tile artist. By that time we would have all the resources and my wife will complete the development cycle. Even if the resources take a little more time we have half a year in 2015 to put everything together.
Aside from the costs of physical rewards, almost all of the money raised in the campaign will be used to hire the people to help with game development,taxes and fees. Any extra money will be used to fund any stretch goals that we may reach and to help us with some living expenses to help increase the speed of production.
We would never give the game up even if things don’t work out as plan, but without your help it'd take us a few more years to finish the game. Kickstarter is basically the only practical option, and it's a really good one if we can get this funded. Any support you can provide to this project will be invaluable to us, and we thank you in advance for helping to finish Celestial tear: Demon's Revenge.
Risks and challenges
Every project has it setbacks and delays but we've minimized that by knowing the engine that we are working with, and knowing who we work with and getting prices up front so there is no miss-communication. Our artist has been very supportive and been with us every step of the way. Reliable, friendly, and hardworking. We have some new additions to the team in Hannah and Mark, but they have both proven to be reliable and efficient at what they do and are in it for the long haul. That leaves us with coding. The backbone of the game is fully coded. The features of the game are mostly coded only leaving a couple of things left. Those things will go to freelancers who also know the program that we use inside and out.
Other than that, that leaves us, myself and Tyrell. This game is our passion. Making games is what we want to do in life with this one being our first and our stepping stone on that path. There is no way we will give up on our dream.Learn about accountability on Kickstarter
- (30 days)