Pankapu: the Dreamkeeper, an action/platformer told like a tale

Howdy ho everyone!

We are Too Kind Studio and we are working for more than a year on our game, Pankapu: the Dreamkeeper.
It’s an action/platformer in 2D told like a tale in 7 chapters.I wanted to introduce you my game for all the fans of the 90’s games, like Castelvania, Donkey Kong and even Final Fantasy!

With Pankapu under your control, a little being created by Iketomi the God of Dreams, you will explore the colorful world of Omnia, in order to strike down the hordes of nightmare, erupting in this oneiric universe.

Some concept arts of our games, in order to define some areas of the world of Dreams:

Here you can find the teaser of our game, presenting the background.

Our goal was to bring back the oldschool gameplay of the 90’s that we have grown with and to mix them with a touching and strong storytelling.

As your adventure progress, you will customize Pankapu, assign new equipment, outfits (Aegis) and skills to perfectly fit with your style and the situations that you will encountered. You will be able to re-explore at your leisure and discover every secret of this world thanks to your new upgrades and competencies. The gameplay will be dynamic for example you will be able to switch the Aegis of PANKAPU in real time.

Some screenshots:


You can try our Alpha version here: http://bit.ly/PankapuAlphaDL

Unity is the engine we are using for creating the game, for the level design we are using prefabs and some Unity Plugins, like Ferr2D and PlayMaker. For the animation we are using Spine. It was a choice that impose itself, it is user-friendly and it stay updated. You can have some example of animation that we have already done for the game:

Pankapu with his armor Bravery:

During his quest, Pankapu will encounter several enemies coming from the world of nightmares:

Gelate

Zoldate

A Furious opponent, who will jump on you at the first sight, and crush you with his iron claws

If you want to know more about the game Pankapu: The Dreamkeeper:
Blog: http://www.tookindstudio.com/en/
Facebook: Redirecting...
Twitter: x.com
Press Kit: http://www.tookindstudio.com/en/press-kit-en/
IndieDBhttp://www.indiedb.com/games/pankapu-the-dreamkeeper

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Oh my god! This looks amazing!! :smile: Did you make all these assets on your own? :smile:

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Thank you^^, we are a team of 3 so it’s our graphic director GG (it’s his little name^^) that done these assets himself :wink:

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Amazing!! :slight_smile: People are gonna love this game , I bet! :smile: Working on a team must be cool.
I’m alone working on my 3D Platformer game :slight_smile:
Approximately when your game will be released and on which platforms?

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Graphis are gorgeous, but playing the game i find the first level empty and borring , not challenging.
Perhaps it’s intended and dangerous traps , ennemies will come later ?
Keep the good work.

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Hey , thanks for the feedback. We are currently in Alpha, we are still working on our assets, ennemies, skills to unlock… so yes, it will be more challenging and richer soon ^^

Ahaha thanks mate, I hope so^^. Yes working in team is perfect, and it keep you motivated;).
For the moment we are aiming the PC, but if we can go on XBOX, Playstation and WII U that would be great:smile:

BTW if you have a site where I can see your game, I’m interested hé hé

Awesome! :smile: I’ll also try to get a team after this project lol :smile:
And nice , this will be very good on these platforms. Maybe even mobile?
I don’t have a website but I’ll soon make a thread about my game , I’ll pm you thread’s link :slight_smile: And you’re welcome!

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For the moment we think that mobile platform is great, but maybe for an other game with a gameplay more adapted with this kind of devices.

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Oh alright , best of luck :slight_smile:

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Hey @Pankapu
Graphics look really great. Excellent use of contrasting vibrant colors, and the comic book style looks very clean. Love the style and story setting as well.
Two points I’d like to make, one of which is my own personal opinion so take it as that.
The story is very well thought out and supplies a great setting for your game world, but it seems you are really trying - a little too hard - to make the names of the world, characters, items, and such stand out and very important, and (my opinion) the names are totally forgettable, except for Aegis which is pretty common now-a-days. I think the name of the game will stick, but I can’t even remember without scrolling to the top of the page right now, what letter any of the characters, places, or items you mentioned even begin with.
May want to consider genericising the names of things just a little bit. They don’t have to be totally generic, like ghost, or monster, but something less complicated. The God of Dreams really doesn’t need a name. His name is the God of Dreams. :slight_smile: The monster names seem alright to me though.
Last point - the main character has some great looking concept art and the animations look very nice also. But I noticed right away the rigidity of the tuft of hair on the helmet compared to the action and concept images of the main character.
It would be nice to see the tuft match the concept more closely and be longer and more free flowing. A couple more segments to animate the hair tuft to match more closely the concept art.

Overall real nice looking game so far. Will definitely check out the alpha and follow.

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The hero animations are too fast , not decomposed enought, it lacks smooth movements.
Keep progressing.

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The art direction is really great! Will this game come to consoles?

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Hey thank you all for your message.

So first, we have changed the skin of Bravery, the scarlet armor. It will be more animated and the character will match better with the rest of the artistic direction. (the picture will arrive soon).

Secondly: don’t be confuse with all the name, it’s normal at the beginning but later you will see it’s really important for the background, and every name have a specific impact in the game.

And the game will come to console but later, first we want to develop all the 7 chapters on computers and released them all on consoles.

Otherwise here is the other news that we have:

We are currently implementing the weapon switching system. It will give the opportunity to the player to discover and collect different equipment during his/her quest, he/she will be able to use them depending of the situation.

We also expand the first chapter in term of graphic elements. Some new assets for the Garden are in production in order to follow our perspective to create a rich and constant universe.

At least but not the last, we finally settled on the characteristics of Ardor, the second Aegis (Outfit acting like a job that you can switch in real time)unlockable.

This Aegis will be based on the motion and fast damages dealing. You will riddle your enemies with your deadly arrows and move easily through the level thanks to dodge and double jumps.

At the same time, we also designed Faith (The third Aegis) skills. We established that this Aegis will act like a support, dealing to his opponents some painful status modifications with the possibility to heal yourself during fight.

We imagined those Aegis in a way that they are complement one another, giving you the possibility to do some ravaging combos by switching to one outfit to another.

PANKAPU - Ardor


PANKAPU - Faith

Great art man.

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That’s beautifull. Any chance of a fast 2D drawing tutorial ?

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Hey, if you want we done a speed art of Djaha’rell with Ardor Aegis, maybe you will have to slow down the video, but you can see the coloration:

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Thank you :slight_smile:
I wish i had such 2D great skills.

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Hey everyone, today I wanted to share with you the music of PANKAPU. We have the chance to have a great friend, Ganaé, who’s doing an awsome job for us:

Music 01 - The Garden - Peppynière

Music 02 - The Lush Forest - Forêt Luxuriante

Music - Piano Version - Hanaé

Bonus: From Ganaé’s Channel,
Pankapu Main Theme Orchestral Prototype

Howdy ho everyone!

I wanted to share the animation of Bravery and Ardor in order to have a better understanding.

Unity is the engine we are using for creating the game, for the level design we are using prefabs and some Unity Plugins, like Ferr2D and PlayMaker.

For the animation we are using a new software call Spine, that animate bones. It was a choice that impose itself, it is user-friendly, cheap and it stay updated. You can have some example of animation that we have already done for the game:

Pankapu with his armor Bravery :
Anime Sheet

Pankapu with his armor Ardor:
Sprite sheet

Ardor with bones:

If you want to know more about the game Pankapu: The Dreamkeeper:

Blog: http://www.tookindstudio.com/en/
Facebook: Redirecting...
Twitter: x.com

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