About..
About..
About "Denis Johan Tales"
Denis Johan Tales is just me, Denis, an old gamer and developer that one day decided to unleash his 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 the game was released as "in development" title, as a way to fund the project and gather a community around it.
I didn't opted for Early access because back then the system was distrusted and damaged by many unfinished projects. Players were questioning the credibility of many small new indie games launched as Early Access and Steam had not yet implemented any warning for abandoned projects. All this considered I decided to just release a playable version of the game to avoid concerns from the players while still working to reach my desired goal.
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 with the "Paper-cut Figures" style.
With the Lightbringer Update all the story chapter, the features and style I wanted to give to Fate of Fire are finally live but I am still working on the game and adding stuff ! ^^
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"
Roy and Thornbolt were born as best friends but when the new story came to life I gave them a different role. The duo had a great chemistry and Thornbolt had a more funny and entertaining role but since they are professional NPCs they 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.
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 played with it to seed trust in a certain shadow..
Hidden had a twin brother by the name Pun.
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.
Locke was born because I felt that the player would have loved to play as a shy bandit and I was right. Now is one of my favourite characters.
In the initial script Nilosh befriended Roy after a challenge at rock-paper-scissor. The Hippoken play that game in a realistic way and they call it Boulder-Paper-Scissor... it was a crushing victory..