Showcasing A Tribe & Its Daydream

Showcasing A Tribe & Its Daydream

News

With the saga of a young shepherd’s silent battles & dreams to narrate along with those of their own, Indonesian developers Joyseed Gametribe made their debut amid Higher Eclectic Ground’s independent gaming fraternity to considerable response earlier this week. The saga in question of course being Daydream — their episodic medieval themed, current age fantasy drama of a boy’s quest to see himself turn into one among the very legends he’s grown to revere.

Joyseed are commencing this saga by means of Daydream: The Beginning, an endless arcade game that has been in development for much less than a year and which they hope to launch on iOS & Android devices by Summer, this. With a large part of the game’s asset & character development completed ahead of its pre-alpha version release, Joyseed hopes to not only involve the Community here in the progress of it’s coming to fruition but also muster support for what they believe is truly the start of an epic adventure for both themselves and their saga’s leading character, Mondo.

 

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But just how much of an ‘epic’ can it actually conjure via the endless arcade genre? Set in the world of Ream, inhabited by creatures that exist during the day and those of the night, Daydream will see players participate in Mondo’s seemingly bizarre belief that he’s meant to be a warrior of the DayKnights’ calibre; legendary knights who once put to rest a raging civil war between the day & night creatures of Ream. It is only when the Kingdom of Verdante opens its doors on account of a local soldier recruitment drive will players witness the poverty-stricken Shepherd actually act on that belief, by signing up for them with his best friends in tow.

As one would imagine then, this sets into motion a riveting narrative that will follow Mondo’s rise through the ranks and his subsequent adventures through the innards of Ream. Grand as that might sound, Joyseed reveal that Daydream: The Beginning will focus on only a fragment of that tale i.e. the Verdante trials. As Mondo, players will be tasked with commanding the Shepherd’s friends in attacking a multitude of multi-colored dummies — each designated to a particular character — as quickly as they can before the given timer runs out. Doing so extends the timer which aids players in establishing their highest scores.

Combine this with achievements, leader-boards and a market-place for a variety of costumes to deck Mondo and his characters in  — and one has with them a pocket escapade perfect for those mid-office breaks and bus rides. Fun, no doubt, but begging the question of why such an imposing idea of a tale would be granted such a humble start; as Joyseed Gametribe Founder Bernadus ‘Boy’ Dozan admits, its the team’s first joint attempt at creating a top-quality game with the highest degree of perfection possible. 

Having founded Joyseed Gametribe with a friend in January last year, Boy started off designing several small-scale endless racing and idle games — the majority of which were abandoned soon after his partner opted to quit the company in the months that followed. Disheartened before he’d barely begun, hope would finally arrive in the form of programmer Michael Sudjono, a programmer whose vision & passion Boy found aligned with his. Opting to start off small in scale while preserving quality of concept & art, the duo were quick to draw inspiration from casual action games such as Tower Boxing & Bishi-Bashi — devising Daydream’s universe & narrative within a few weeks of its inception, before establishing The Beginning’s game play mechanic, primary assets, character designs and even an early build.

 

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As luck would have it though, real life would throw itself in Sudjono’s way by August 2015, causing the programmer to leave Boy with continuing what the duo had started alone, until friends Joseph Putra Wibawa, Yediya Juan and Tommy Prayogo eventually found themselves on the team by September. Interestingly, Sudjono would indeed make it back months later but only as a freelance musician. ‘As a team, we have a lot to learn which is the primary reason for keeping Daydream’s start small’, admits Boy. ‘With The Beginning, our primary concern lies in delivering the most perfect, highest quality game possible by us  in all aspects regardless of size.  We’re hoping that its success and what we achieve via it sets the tone for the remainder of what we have planned for the Daydream IP.’ 

A quick look at the game’s concept art & other visual material on its social media profiles thus far, will reveal that this claim of pursuing quality seems to be in no way far-fetched. Citing Vanillaware‘s flawless art style as their primary inspiration, Daydream: The Beginning features fully hand-painted 2D art whose subsequent asset form is being programmed using Unity. The art alone in all fairness, only seems to amplify the appeal of Ream’s human dominated, medieval-themed world that has all the makings of modern-era civilization; Cars, Trains, Traffic Lights, Gyms, Barber Shops & the like.

Furthermore, while its no surprise that only a limited portion of it will be making an appearance within The Beginning, Joyseed’s description of Ream’s lore exudes intrigue. With the dominant population of humans serving as its Day creatures, Ream will comprise of up to four large territories namely Spring, Summer, Autumn and Winter, each with their own legends & history that stem from the planet’s light sources — the sun & the moon.

Now, with 70% of The Beginning’s pre-alpha version fleshed out — the team hopes to complete the game by May before entering it into this year’s Casual Connect Asia’s indie game talent showcase.‘We then hope to release the final game to the public by June — here’s hoping that date isn’t pushed back’, states Boy when asked about the game’s public release. As for its sequel? ‘We still haven’t thought the sequel through yet. One thing is certain though, The Beginning’s sequels will be much larger in scale and will at its core, continue to build on rhythm arcade. We are definitely going to be needing all the luck in the world for that!’

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While one can readily accept the usual onslaught of snippets from their journey on the community here, Joyseed also intend to be walking you through the game’s creative process from the very beginning as it has been doing on social media for a while — beginning with early character art, assets & more to ensure you are fully up to date with its progress regardless of current state. To be certain you don’t miss out on any of that then or should you wish to leave them your thoughts on their game for that matter, be sure to have yourself tuned in to their newly founded Higher Eclectic Space.

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Creator, writer & sole employee, Braganza is practically a full-time resident of Higher Eclectic Ground.

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