Anime Themed Videogame - Winged Sakura: Mindy's Arc
An Anime themed HD 2D strategy defense game with RPG mechanics and a linear storyline for PC, Mac, Linux, WP8, iOS, and Android.
Old Kickstarter Video (Introduction only)
Some backers enjoyed the old introduction video, so here it is!
Demonstration of the Prototype Demo Challenge Mode
THANK YOU for checking this project out! Please feel free to drop a question!
This game targets all Anime, jRPG, strategy, and tower defense lovers, giving you a new entertaining experience, lovable unforgettable story characters, with over 10 hours of storyline gameplay and over 50 hours of replayabilty.
Winged Sakura: Mindy's Arc is a fast-paced stunning HD 2D Anime themed strategy defense game with RPG mechanics, based on telling a story about Mindy and how "it" all began, where players can level up, use skills, summon spirits to defend against waves of enemies.
The idea of this game is almost every monster (spirit) you defeat can be unlocked and become your ally. You summon your allies on to the battlefield and they act like "towers" for a set duration. After the set duration, they will de-summon, so your "towers" are not permanent. So you can't put an overpowered tower down and say "Alright, I'm good to go. AFK!". These spirits can level up permanently and have their own set of skills.
Mindy has always looked up to her sister… but she felt so useless. So she dedicated her life to become a Sakura Contractor, just like her sister, and attended Hysteria's Sakura Academy. While meeting up with her sister and Seven over the weekend, she found a dark looking cherry blossom. As soon as Seven approaches her something unexpected happened...
Twelve council members invented the sakura network, which gives any living beings the ability to use supernatural powers from a single cherry blossom. The council members got greedy, wanted the powers to themselves and had separated into twelve independent nations, each inheriting one gold cherry blossom. As a result, the sakura network can no longer be modified and now acts on its own.
The sakura network is an indestructible, invisible, self-expanding, self-operated virtual world that grants human beings the ability to form a contract with a cherry blossom. The sakura network has a massive database, which holds information about all registered members, also known as Sakura Contractors.
If a contract is formed between a cherry blossom, the contractor is automatically registered onto the database and the cherry blossom is assigned to the contractor's registration number. The cherry blossom will begin to bloom and takes shape of any supernatural creatures to human beings granting its contractor supernatural powers.
Forming a contract comes at a cost... if the cherry blossom dies, the contractor also dies.
Being always protected by her sister, Mindy strives for a new goal - to be as strong as her sister and to repay her back one day for all she's done for her. She acts lazy at times, but she's dedicated to any given task. She has a bright personality, likes to joke around but also cares a lot about others.
He's extremely loyal to Mindy's sister. He was always bullied in the past because of his name and being the seventh member of the Aquarius family. When he was nearly beaten to death, Mindy's sister saved him with her Sakura Contractor powers. After being saved by Mindy's sister, he abandoned his family and followed her and dedicated himself to become a Sakura Contractor just like Mindy.
Princess of the Holy Aletheia Empire, an independent nation that rules one of the twelve gold cherry blossoms, next to inherit the throne. She currently attends Aletheia's Sakura Academy. She has lost many friends who have protected her life. Rumors had spread that she has lost complete control over herself and caused an entire city to burn.
He currently attends Aletheia's Sakura Academy with Nina as her assistant. He was saved by Nina and has sworn absolute loyalty to her. He only opens up to certain people, but remains a quiet and mysterious person.
Minzy is Mindy's cherry blossom, also known as the number negative seven. She has a tsundere personality mixed with Mindy's bright personality, she loves to joke around and tease Mindy. So it feels like they're always arguing. She has the ability to summon and absorb spirits.
Nino is Nina's cherry blossom, also known as the number nine-five, which means the number nine and the fifth pedal of the gold cherry blossom of Aletheia. Influenced by a television show, she currently dresses up as a maid and serves Nina as her servant. She's extremely gullible and easily influenced by others or rather, anything.
The plan is to have 1 unique BGM for each level and allow the players to switch and choose their favorite BGM by buying them with in-game currency - so something to spend coins at for end game content. Alternatively, I can just let players automatically unlock the BGM by completing the level. But that's a bit boring! We'll see what the community thinks when time comes!
Here is a sample of one of the BGM composed by Terry Chandler. A Japanese composer is always a good thing for an Anime themed game! You'll get this in the digital soundtrack including other music in FLAC or 320kps MP3.
*Note* - I may have the conga removed. If conga is removed - you get both versions!
Check out more of her music at http://www.youtube.com/user/kannnadukii
She will not disappoint!
[*] = Implemented and tested in-game with placeholder art.
- [*] Summon allies onto the battlefield to fend off attackers
- [*] RPG/Visual Novel style conversation
- [*] Currency system to unlock new ally spirits / buying temporary buffs
- [*] Leveling up and skill tree system
- [*] Developer's pit
- [*] Elements
- [*] Lots of options to turn stuff off, such as certain UIs, effects, sounds, etc
- [*] Strategic pause mode
- Boss wave
- Easy, Normal, Hard and Very Hard modes
- 7 different themed levels with approximately 5-10 missions each for story gameplay
- 21 unique spirits (some re-colored/re-cycled to match various elements) and 7 bosses totaling over 70 spirits to unlock and tons of possible strategy combinations varying freezing an enemy then setting up a mine in front of him, freezing an enemy to change element to ice then nuking with thunder for double damage, etc!
- DRM-Free unless certain distributers requires it, such as Steam DRM
- About 10+ hours storyline gameplay. Experienced players may take a shorter amount of time while new players may take a lot longer.
- 50+ hours of replayability…After beating the game, it'll act like any other strategy/tower defense games you play, except a million times cooler! Finish all challenging objectives, unlock, level up all your spirits and gear up to take on the end game content!
End Game Content
- Survival mode
- Boss rush
- More missions unlocked after beating the game
Development phase: 75%
Integration phase: 5%
If you have questions about the brief features, let me know. But I'm assuming you'd probably want more information on:
A lot of people tend to dislike difficult games that halts their progress. I take a note of that, so the game is designed for players to normally play through the storyline, making the game casual friendly. While some levels may still be challenging if players rush through the game, the issue can be quickly resolved by taking a few minutes to level up or decrease the game's difficulty level.
But many others and I personally LOVE hard games, so I added a Developer's Pit where players can adjust the sliders of enemies stats. So whenever I think the game is too easy, I just use this feature to make the game totally awesome, match my play-style and level of difficulty. I always dislike how some games are too easy.
In addition to the Developer's Pit, there are also 4 modes which can be changed at any time in the option menu for those who don't want to mess around with the sliders. You can adjust the slider to make the modes even harder!
Easy - For those who wants to play for the story / rush through the game
Normal - For those who wants to normally play the game
Hard - For those who wants the levels to be more challenging (More stuff happens, such as more spawns)
Very Hard - For those who wants lower level enemies to scale with your main character's level (Plus Hard Mode stuff). So there will be no easy breaks on this mode!
Every spirit in the game has an element - Fire, Water, Lightning, Earth, etc.
Using a spirit with fire attack to attack another spirit that is immune to fire element will heal the enemy.
Using a spirit with fire attack on enemies that are weak against fire will deal double damage to the enemy.
And finally dealing regular damage if there's no weakness or resistance.
Understanding the elements is extremely important if you want to master this game and be able to challenge the hardest mode.
Example - Having a spirit that can freeze enemies in your defense allows you to combo with a lightning attack to deal double damage to frozen enemies!
Ever played tower defense games when things get too crazy and the game just plays like 100 projectile sounds at once? Some people loves that, but many finds it annoying. There will be options to turn just the projectile sounds off as an example. You can also turn HP bars, damage numbers off, etc.
By participating in Alpha/Beta, you can suggest something to be turned off! As long as it's reasonable, possible and the community agrees, I'll make it happen.
Spirits are cherry blossoms that were created from many failed experiments. An unknown amount of them freely roam around the universe, taking shape in many unique forms.
All enemies and allies in the game are called "Spirits". You can unlock and buy every single spirit you fight against and use them as a defending/tower unit. The ally spirit can level up and learn pre-set three skills each. (The skill system for the spirit may change because I don't really like how it is currently. I want it to be more... interesting.)
The images below represent how they actually somewhat look in-game (minus pixel size), so the illustrations are not as detailed as they should be. Check out the KS video to see them in action if you haven't already!
The plan is to hopefully get 21 unique sprites, 3 per level (ex - 1st level will be cat based), before recycling and re-use for various elements.
What are the "Give me "Character" Pledge Rewards?"
These rewards (1 front illustration (full body) of each story character in transparent background - *Please see sample below*) are for backers who wishes to additionally fund the game. These rewards are used for the game, wallpapers, website, other things, or may not even be used at all.
These rewards are approximately 2500 pixels in height at 300-350DPI in .PNG exclusive to pledgers.
Feel free to print, make your own custom background, mouse pad, t-shirts, etc., as long as you do not sell the image or items created with the image in any way.
Instructions on how to get a copy of the files will be given near or after the release of the game.
Nino and Ren's character design is not available at this time.
So there is no individual pledge rewards for these characters.
This is a rough estimate of the schedule. Please know that unforeseen circumstances can delay the schedule. It's also possible for us to be ahead of schedule or to catch up to a schedule, so the schedule varies.
Kickstarter: September - October 2013
Private pre-alpha testing: February 2014
1st alpha build: March 2014 (Level 1-2 including story)
2nd alpha build: May 2014 (Level 1-4 including story)
1st beta build: July 2014 - August 2014 (Level 1-6 including story)
Final testing build: September 2014 (See below)
Final polishing, bug fixes, performance optimization, and preparation for launch: September - November 2014
PC launch: November - December 2014
Pre-Alpha testing is not available for backers.
Alpha builds are available for qualified backers under Alpha pledges or higher.
Beta builds are available for qualified backers under both Beta and Alpha pledges or higher.
Final testing build (Available to Beta and Alpha pledges):
- You can only play level 7 and a few end-game content (You can't play level 1-6)
- Story will be turned off! So you can't see the ending!
- You will get a pre-set of spirits or load your previous spirits (?)
- After beating level 7, end game content will unlock, in particular you'll be testing out survival mode and boss rush, which will both be limited to a certain amount of waves and other limited end-game contents.
This is so I can gather feedback and fix bugs on the untested content before launch!
My name is Hong Dang, the only developer for this project. I started planning on this project in Summer 2012 and executed this project in May 2013. ONE MAN TEAM! Just kidding! I currently contract freelance artists and commission sound composers to get assets for my game. Due to the contract, NDA, and other various reasons, they will not be named until the game officially launches (or sooner). So you'll see their names on the credits!
Kickstarter help creators bring their projects to life! Without the aid of backers, releasing this project would be nearly impossible within the given time frame due to unable to pay the artists and sound composers to complete this project. Other than needing money, the other goal is to build a community and have people to chat with about the game and other random stuff!
We also need your help to help us spread the word! Let us build a game and community that we'll love and enjoy together!
It's true a lot of project only presented concept art and their vision of the game. But it's hard for me to just provide words to prove that I'm able to deliver the quality when I'm not well known nor have any AAA titles that I can claim credit on.
Thus I need to provide a proof of concept. So I spent a lot of time and most of my personal assets to get a proof of concept video up with a few WIP art assets to show everyone the quality I'm after and the quality of what me and my freelancers are capable of delivering.
Words mean nothing if we can't show you that we can deliver!
*Note* - Stretch Goals has been removed as it is no longer valid.
Risks and challenges
Making a game have a long list of risk and challenges… But I will just mention three risks.
The biggest risk of this project is the art, just like many indie games, anime, manga or anything art related. If the artist decides to breach the contract due to family issues or whatever reason, then the project will delay until the issue is resolved or until a new artist is hired.
The next risk is this project relies entirely on the Unity Game Engine in terms of porting. So if they decide not to support iOS, Android, W8Phone, Mac or Linux ports, then manually porting them myself would take a very long time. But no worries, it's very unlikely they wont stop supporting the ports, BUT, anything can happen!
And finally, marketing. Without a publisher, it's hard to get the word out there to get people know about your game. So this project will need everyone's help to spread the word!Learn about accountability on Kickstarter
- (30 days)