Kanji Adventure


Get your hands dirty!

Sgt. Carrot is looking for hard-working souls to help him with this year’s harvest. Applicants for this job offer need to be reasonably proficient in the mastery of kanji. A complimentary supply of bread will be provided.

In today’s update we will be looking at the brand new practice system in Kanji Adventure, which allows the player to revise kanji characters they might have forgotten. The system ties in to the new crafting mechanic, which rewards the player with resources they can use to make consumables and equipment. When you approach one of the resource nodes scattered around the world, you will be presented with a sequence of queries that will have you matching kanji conjugations with both their kana transcription and English meaning. Designed as a relaxing alternative to the hectic battle system, the player is not limited by time, however any mistakes they make affect the quality of their harvest.

Gathered resources can be refined using the new crafting interface, accessible through crafting stations specific to the type of resource in question. These provide summary of recipes available to the player and allow them to combine items. A similar system is in works for learning new spells.

In addition to these two new mechanics, the newest build of our game sports a reworked spell casting interface (third in fact, if you are keeping count), enhancements to the user interface with more sliders, tool-tips, pop-ups and all-around JUICE than ever before.

Gameplay should feel a lot smoother than in previous versions thanks to the ability to change target during movement, better camera handling, new animations and under-the-hood performance optimizations.


Wow, the game looks really great! Impressive work @Tomires!


Amidst working on the second in-game area, we have noticed that our tutorial system was a bit long in the tooth. Here is a sneak peak of a refreshed version :slight_smile:



Higher and higher

Over the past two weeks we have been hard at work designing the second in-game area and systems related to travel between the areas. While working on the second in-game area we have run into limitations stemming from the way our game interpreted input coordinates. We have reworked the routine and can now allow for maps with variable height, which will hopefully translate into more diverse environments. In addition to visual flair, we are coming up with game design implications, such as using the terrain height to limit movement and to block line of sight when using spells.

In other news, we have revamped the new player experience. The new tutorial looks neater, better adapts to the player’s actions and helps explain new interfaces and mechanics that were not present in the exploration showcase back in May last year. In the screenshot below, you might notice that we have switched the boring font for something more livelier. We hope that the font appears less official, more upbeat and will hopefully help convey a more entertaining gameplay experience to our target audience™.

Speaking of the user interface, we have added a way to rearrange the spell bar that is used in battle - the spellbook. In the very near future, we will introduce additional spells. As you acquire new spells, they will become unlocked in the spellbook, ready to be incorporated into your arsenal. We are currently discussing two methods of learning new spells - either via quests or from a so-called spell trainer in exchange for items and currency.

Hexagonal Tilemaps