About..
About..
About "Denis Johan Tales"
Denis Johan Tales is just me, Denis, an old gamer and developer that one day decided to unleash its fantasy and creativity and to use his skills to make Fate of Fire.
About "Fate of Fire: Kyvedy Guardiah"
Fate of Fire is a labor of love and a work of passion, a project that took many years and all my dedication to realize.
Development began in the summer of 2022 using the LÖVE 2d framework to build the engine while drawing all the characters, the animations, and tilesets.
The first character I drew and animated was the Slime, that's why they have a special place in my heart.
When the engine and many levels were ready the final version of the story came to life, I kept many, many ideas from my original storyboard but I gave it a different background and more focus on the Tower of Guardiah.
On July 2024 I released the first version, while still developing the game, as a way to fund the project and gather a community around it.
During the many updates I changed the tilesets, reworked the field combat making it more enjoyable and friendly, added more levels and expanded the monsters' arc.
Turn based combat was removed at first and reintroduced later with a new system that was not just super entertaining but also a perfect match for the field action.
The Aurora and the Sunny updates gave the finishing touch to the game painting the "Tale-Book and Paper-cut Figures" style.
As February 2026 I consider the game complete, with the story, the features and style I wanted to give to Fate of Fire finally live.
Yet, even if I feel that I have reached my goal, I keep playing the game to see if some new ideas light up and listening to the player's feedback to make it even better.
About "Tim Beek"
When I discovered the works of Tim Beek I was instantly captured by his tracks. They were fantastic and a perfect match for the game. I personally hold him in high esteem, I think he is a musician with great skills and very talented for game music.
His music has both the power to emotion and drive the player but also to accompany the gameplay without overwhelming the mood set by the designer. His tracks are so beautiful that was easy to find the right one to give life to a scene with the right set of feelings.
About "the NPCs"
Argos was born as a side character but when I wrote his scene and saw him act onscreen it was so cool that he instantly became a main.
In the beginning for Murfur I had in mind a dual role where he was believed evil at first and later discovered as a friend. I loved this concept and I used it to seed trust on the Foxlords with him and then reverse it with Darkfur. Darkfur looks exactly as Murfur for this very reason.
Roy and Thornbolt were born as best friends but when the new story came to life I gave Thornbolt a different role. Thornbolt had a more funny and entertaining role but since he is a professional NPC he played the new script perfectly.
Eria has always been the girl from another world, in the original plot she got stuck on cat form and Roy freed her, starting their love story.
Starlet was a much more interesting character, born as an antagonist and then imprisoned in the prism. She always complains about the ten years spent at the Actors Academy just to play such a little role. I can't blame her.
Hidden had a twin brother by the name Pun.