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“In a way, it feels like another one of those throwbacks to the sort of nostalgic experiences that helped shape one of the most important eras of the role-playing genre.”
“Why should you care about Demon’s Revenge? It combines elements of action role playing games such as the Zelda series (picking up objects) with battle scenes that any Final Fantasy fan will be familiar with (turn based, similar layout, etc) and rounding out the visuals is a great comic book style of artwork..”
“Celestial Tear: Demon’s Revenge is a throw back to the old JRPGs of the earlier 16-bit console era that were so well loved.”
My name is Tyrell White and with the help of my wife, Whitney, we are the co-founders of the indie development team known as White Guardian Studios. We are game enthusiasts who love making games even more than we love playing them. We have three kids who love the idea of making games as much as we do, probably because that is what they have seen us do since they were born.
Making games has become a lifestyle for us. It is what we do for fun and what we have always envisioned ourselves doing as a career ever since we met at the Art Institute of Pittsburgh.
We have been developing Demon's Revenge off and on for about 4 years now. We have taken time to hone our skills in developing the exact project we have always envisioned from the beginning. Now we are ready to get this game done! As much as a love letter this game is to the classics we respect and enjoy, it is also one for the relationship my wife and I have. We are gamers and we love games. It is a passion that we want to share with the world.
We are determined to make this game a reality. Since we are a much smaller developer than most others who launch kickstarter campaigns, we feel that we do not have a large fan base to raise a lot of money. Our solution is to make the game into chapters releasing each new part in a bi-monthly portion of the game. Each part will have a satisfying conclusion and end with a motion comic. We plan to spread the game out in 5 parts and the 1st chapter will be released 1st quarter 2015, if we make our goal.
We feel this also solves a problem with RPG gamers who do not really feel they have a lot of time to play these types of games. By having these chapters, you can still have fun and complete the game while still having an attachment to your party members in each new installment throughout the year.
The Celestial Tear is a universe we created to tell the stories of all the games we've planned to create. Demon's Revenge will be the catalyst in which all the other stories are based on and it will expand into a unique and diverse universe to explore through our games.
We want this game to transcend past the troupes of characters that most are used to in this genre of games. We want to offer the player a very diverse cast who all have their different cultures and views on the world.
Diversity in gaming is rising and we want to be apart of that movement by creating a game that not only addresses diversity, but also expands on both the positives and negativity that comes with what may seem like a taboo in gaming.
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 Gaddoks 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.
Chapter One: In the beginning, there was Sen...
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, she 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. Awaking 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'd 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 have 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.
• 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 3 different characters to join your party
• A dynamic day and night system that effects gameplay
• An action packed, strategic battle system
• Unique crafting systems and minigames
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.
We want everything to be explorable so there is swimming, jumping and climbing to increase your engagement in the game. We feel games should be played, not watched. So we felt these additions were a critical part of our project.
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. Or in a more unique twist you or your enemy can be knocked into a table of vials turning you into a were wolf like creature for an undetermined amount of time.
Each character has a varied set of skills and abilities that separate them from each other. In the final product you can build your character suitable to your play style all having different ways of effecting the battle and different ways of playing. Upon funding we will be able to complete this system having something similar to Legend of Dragoon's combo system.
Battle colossal and creative creatures in our battle system!
There are different levels of enemies in Demon's Revenge. We have normal enemies which are the most common ones you will face. We also have a leveling system in which enemies difficulty will be based on the level they are. For example you can fight the same wolf but some may be higher or lower levels than the others thus giving each a varied set of attributes and cause you to use a more strategic approach to defeating them.
We have boss enemies which will pose a much greater threat than normal enemies of a selected area or event. They are very powerful and will need your parties skills to work together to defeat it.
Epic creatures are found throughout the game. These would be the most dangerous foes to face. Although they are optional, there are rewards for defeating enemies of this quality. You may need to level up to defeat most of them. I believe our battle system will be fun enough for all players to actively seek out challenges like these and have a lot of fun.
Menus and Crafting
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 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.
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.
Digital copy of the game
DRM free copy of the game or steam key for all chapters of the game.
Kickstarter exclusive wallpapers
Digital Strategy Guide
A compilation of all motion comics and videos in game for all chapters of the game.
In Game Painting
Create an NPC. Your NPC will have his/her own custom sprite, custom face portrait, house, daily routine, and dialogue. Choose from any of the vacant houses (You will see the vacant houses and their locations when you play the beta and will also receive a list of vacant houses and their layouts. Choose your NPC's standing on the issues between the humans and jehts.
Create a Boss
Get your own custom boss design (Max size: 200px * 200px, Max abilities: 5 + regular attack if applicable) Create a human, jeht or other creative creature. Decide what alignment your boss follows. Is it pro human, pro jeht, neutral or an all out killing, fire breathing creature. Work with the developers to come up with a solid background story that ties into the games overall lore.
Custom battle theme & HD wallpaper of your boss
Create Playable Character
Create a playable character. This will tie into the previous reward where the town or dungeon you create will be where your character is be found. Design his or her appearance and moral standing on the conflicts between the humans and jehts. Work with the developers to come up with a compelling back story, powers, abilities, and a field skill for your character.
Custom battle theme & HD wallpaper of your character
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.
Risks and challenges
We have shown great resilience and determination having had many previous kickstarter attempts. This is the same attitude we have towards making our game. We are going to keep working on it until it is complete and we are never going to give up on it.
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 miscommunication. Our artist has been very supportive and been with us every step of the way. Reliable, friendly, and hardworking. 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)