• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Kickstarter: Tokyo Dark (Win, Mac, possibly Linux and Wii U)

TunaLover

Member
Trailer

header1.png


gameplay620.gif


Tokyo Dark blends together a number of different game genres, most notably point and click adventure games and visual novels. Follow clues, solve puzzles, make difficult decisions and discover that your actions have serious consequences.

Explore side scrolling locations across Tokyo above and deep below ground.

Screenshots:

train3.jpg


traintunnel.jpg


apartment.jpg


8.jpg


platforms.gif


At first we plan to launch on Windows and Mac, depending on our kickstarter success we may also launch on Linux and WiiU.

If we see enough support and interest in bringing the game to other platforms after launching and have the opportunity, we would consider porting to Unity and releasing on Playstation Vita, PS4and Xbox one.

Many more info Here
 
Tokyo Dark blends together a number of different game genres, most notably point and click adventure games and visual novels. Follow clues, solve puzzles, make difficult decisions and discover that your actions have serious consequences.

Seems like my type of game. I love playing detective.
 
Where's the Kickstarter? You've linked Square Enix Collective, which is a pre-Kickstarter interest incubator or something.
 
I don't want to be mean, but the character looks like it came out of some flash game from newgrounds
 
Look like a cheap flash game. I don't really like character design and animation, and this is from a fan of old school p&c adventure.
 
I don't want to be mean, but the character looks like it came out of some flash game from newgrounds

The character artist seems to be really good but the game does not seem to be drawing out her style. This is early in development it seems.
 
I like the concept but I'll wait a little bit more till I make a judgment cos as someone else said, and I don't want to be rude, but it looks like a flash game right now rather than a console or PC game.
 
The character artist seems to be really good but the game does not seem to be drawing out her style. This is early in development it seems.


Yeah I was talking about the in game sprite? Whatever it is? . The character art is probably the only decent thing
 
Why do such games always have shitty character design? Reminds me of 999.

The game itself looks interesting.
 
The Square Enix Collective page you linked showcased much more interesting aspects than this topic. At first I was like "meh" like many here but after looking at the page I'm intrigued.

The thing I want to ask is, is there a reason you guys decided to use Kickstarter for Cherrymochi's first project? It looks like there's some game already so how much has been completed?

-Edit- Nevermind, I thought TS was from the team...
 
So, everything that doesnt look pixelate and seems to have 'nice art style' looks bland or like a cheap flash game.

Jeez...
 
So, everything that doesnt look pixelate and seems to have 'nice art style' looks bland or like a cheap flash game.

Jeez...

I doubt they're making the game for more than like 30k. You can still have style with a low budget but don't expect the moon. VN's are more about writing than the art. They all look pretty bland barring the "big" budget bangers.
 
Why are people talking like Tuna is the dev? He isn't.

Got a real Motoko Kusanagi thing going on with the protagonist. Looks cool.
 
Hi folks- I work on Square Enix Collective and am one of the guys currently supporting Tokyo Dark with their Kickstarter. Just wanted to drop by, say hi, and also answer any questions you might have about Tokyo Dark or SE Collective. Fire away if you have any! :)


Hmm...mmmm....The gameplay sounds like it's got some potential but I'm not entirely convinced the team could deliver.

Funnily enough, that's exactly where Collective can help! You see, before we support any campaign through Kickstarter, we have them undergo a team assessment with one of the guys (such as producers) here at Square Enix. Only if we are happy that a team has the drive, skills, and tools to fulfill their ambitions do we offer our support. We unfortunately can't guarantee anything, but we can certainly mitigate the risk in investing in them.

You can read Tokyo Darks team assessment here.

Hope that helps! :)
 
Hi folks- I work on Square Enix Collective and am one of the guys currently supporting Tokyo Dark with their Kickstarter. Just wanted to drop by, say hi, and also answer any questions you might have about Tokyo Dark or SE Collective. Fire away if you have any! :)




Funnily enough, that's exactly where Collective can help! You see, before we support any campaign through Kickstarter, we have them undergo a team assessment with one of the guys (such as producers) here at Square Enix. Only if we are happy that a team has the drive, skills, and tools to fulfill their ambitions do we offer our support. We unfortunately can't guarantee anything, but we can certainly mitigate the risk in investing in them.

You can read Tokyo Darks team assessment here.

Hope that helps! :)

I'm a little unclear on this whole initiative.

If the game and the team has passed Square Enix' evaluation than why isn't the development funded by the publisher itself in a traditional arrangement?
 
I'm a little unclear on this whole initiative.

If the game and the team has passed Square Enix' evaluation than why isn't the development funded by the publisher itself in a traditional arrangement?

The Collective is slightly different. What they do is get a pitch of an idea and that gets evaluated by SE's team. If the team thinks that it will work, then the devs get to do a KS or Indigogo fundraiser type deal with a thumbs up type of logo from SE. When that becomes successful, SE may decide to do marketing and publishing of the game.

Full details are here.
 
The Collective is slightly different. What they do is get a pitch of an idea and that gets evaluated by SE's team. If the team thinks that it will work, then the devs get to do a KS or Indigogo fundraiser type deal with a thumbs up type of logo from SE. When that becomes successful, SE may decide to do marketing and publishing of the game.

Full details are here.

I'll check it out, I'm still a bit unclear. It seems like SE is crowd-sourcing the... gatekeeping part of publishing, where they decide what is good and should be developed and released.

That judgment and audience acumen was what I assumed to be the function of a publisher. I'll read up further...
 
I'll check it out, I'm still a bit unclear. It seems like SE is crowd-sourcing the... gatekeeping part of publishing, where they decide what is good and should be developed and released.

That judgment and audience acumen was what I assumed to be the function of a publisher. I'll read up further...


We just host the pitches and our community decides whether or not a project would be viable or not. Sure, we also carefully consider all pitches ourselves, but it's a bit of collaboration between us and the community. We're not gatekeeping as such as developers have no obligation to continue with us following the conclusion of their pitch's feedback phase on Collective. They can go to Kickstarter/Indiegogo by themselves if they want to.

The feedback phase is free and entirely non-binding. Think of it as a way for developers to see if their game is appealing to people and if there's anything they need to change or rethink. It's also a great way to make sure your pitch is as good as it can be before going to Kickstarter!

With regards to us putting our own money in rather than going to Kickstarter, this is something that we just recently started offering as well. We can invest a sizeable chuck of money into a project but the relationship between SE and developer will then be different to if we'd backed them through Kickstarter.

See, by backing someone through Kickstarter, we open our communication channels up to them, allowing them to reach a far bigger audience than if they'd go it alone. The important thing here, however, is that the developer gets to retain all IP rights and only pays us a fee of 5% of net funds raised through Kickstarter (and then only if the Kickstarter is successful). This 5% goes towards maintaining the platform for future devs.

Following the Kickstarter we may also offer the team the option to distribute their game (they still retain their IP), in which case further fees apply (10% of net revenue which is around 6% gross revenue) but again, the dev is free to walk away if they'd prefer not to.

If, however, we decide to invest our own money and resources into a game, the fees and costs scheme will be different since we're risking a lot more. This path may not be optimal for all devs, particular those who are more independent minded and would prefer to keep 100% of profits. Though I do say so myself, even in this case, the fees are quite reasonable.

Does that make sense to you? I'm happy to explain anything a bit further as this was only a brief flyover.
 
Neat to see a KS run with my country's groovy dollars, don't see that often.

Anyway, I like P&C mysteries and the art appeals to me, but the game looks pretty rough around the edges so far. I think it's the UI more than anything. Just basic black boxes with basic white text/white boxes with black text. It's quite cheap looking in stills. Can't watch the video at work though, so maybe it looks better in motion, I dunno.

I'll keep an eye on the campaign for visual upgrades and additional platform support (Wii U in particular), but I won't back before those two things happen.
 
I backed this. It grabbed my interest since it was on the collective for voting. It's nice to see that the kickstarter is already successful and that they hit some stretch goals as well.
I'm guessing the 150k stretch would be English VA. It'd be nice if it hit that.

Also, this thread is old.
 
Waiting for Wii U version... don't like to play on my iMac (and it's kind of old now).

But I'm very happy to see the Team had reached the goal very fast :)
Also the way SquareEnix supported them is a nice thing, they don't get too involved to change the vision of the dev Team but they provide ressources and advice for marketing and project management. Cool. Cool, cool, cool!

Edit : Lain, thread is old. KS not so much ;)
 
The large character portraits look good but the small in game portraits and character design looks terrible. It gives the impression of a westerner trying to emulate anime style which almost never works out. The animation is super wonky as well.
 
So in the latest update, they explain how the stats work in the game and they seem really interesting.

In Tokyo Dark, dialogue options you choose and actions you take change attributes attached to Detective Itō's profile. This system is inspired by our love for traditional pen and paper role playing games.

The S.P.I.N attributes tracked in Tokyo Dark are:
Sanity [Irrational choices, looking at unexplained objects, interacting with the paranormal]
-Low sanity leads to hallucinations and eventual breakdown.
Professionalism [Taking actions and making choices as a detective would]
-Low professionalism gives you options that are not entirely legal, for example breaking and entering.
-High professionalism makes others respect you.
Investigative skill [Searching for clues, trying to solve the case]
-High investigative skills let you notice more hotspots and items to interact with.
Neurosis [Repeating the same action more than once, speaking to characters after conversations have finished, randomly interacting with objects]
-If Detective Itō becomes highly neurotic her sanity decreases faster and is harder to regain.

That sounds super cool to me. Like...that the actual actions you take that most people normally do, for example, talking to characters repeatedly or looking at every single object in a room (like everybody does in Adventure Games) will actually make her more neurotic and lose sanity faster as well as open up different dialogue choices. That's pretty neat.
 
Speaking purely as a gamer, I think the Neurosis part is great.

I'm very much a 100% completionist who has to have talked to every single person and gone through all dialogue options before I can happily move on...

Will be a struggle for me to keep Detective Itō sane, but I love a good challenge :D
 
I really don't understand why I don't get email notifications anymore for kickstarter updates, despite having the green email icon under the notification options on kickstarter.
That out of the way, I like how that system sounds.

Also, I see they reached the VA stretch goal. I'm guessing New Game + will be reached as well. Would be cool if they could reach the Full Motion Video one too, but that feels pretty far.
 
http://www.siliconera.com/2015/05/2...k-to-ps-vita-if-the-pc-version-is-successful/

With Cherrymochi’s success on Kickstarter for its upcoming 2D horror-adventure Tokyo Dark there was a question burning to be asked: would the game be coming to any other platforms beside PC? The answer is a maybe.

Originally, Cherrymochi’s FAQ section on its Kickstarter page said that if the funding was successful then stretch goals for other platforms might be added. This has since been changed to read: “We would love to bring Tokyo Dark to more platforms, but for now we recommend potential backers only support Tokyo Dark if they want to play on PC or Mac.”

However, speaking to Siliconera, Jon Williams of Cherrymochi had something to add to that that should interest PlayStation Vita owners out there.

“For the Kickstarter we won’t be adding any extra platforms as stretch goals, we will be focusing on PC and Mac only – our workflow is tried and tested and we know we can bring a fantastic game to desktop,” Williams said. “Once Tokyo Dark is released on Steam next year, depending on sales and success of the game we hope to use the profits to explore porting Tokyo Dark to PS Vita."
 
The kickstarter ended at 225k. Would have been cool if it reached 250 but I'm happy it managed to reach the 220k stretch goal.
 
Top Bottom