The little owl chick Fuku, the main character of our game, is a mailman and starts his first day of work.
But a storm catches him and scatters his letters throughout the entire forest! Now he must collect and deliver them before the night is over.
Unable to fly, the player must navigate through the treacherous
forest to find the lost letters. Along the way, they will encounter
various characters who teach Fuku about life.
Experience an adventure in
old-school pixel graphics. In classic 2D platformer style, the player
must traverse challenging level passages and face new obstacles at every
turn.
Although the game is demanding, it walks a fine line, maintaining
a cozy gaming experience through its music, narration, and graphics
that complement its setting.
t all started with the rough concept. We received the sobering
news that a game called "Owlboy" already existed. But the core idea was
awesome and we were all hyped to develop our own "Owlboy".
Throughout the implementation process, we focused on developing a
clear idea as quickly as possible from the start. For this purpose, we
created various proofs to follow a clear vision from the beginning. This
vision was ultimately established after a "Kiki's Delivery Service"
movie night centered on Fukurou were discarded and rediscovered. And although we had to
experiment a lot, the game has remained true to its original concept.
For the game, it was important to us to combine the coziness of
Ghibli films with the intense gameplay of Celeste.
Therefore, our art
department focused primarily on warm and pastel colors in their art
document. At the same time, we tried to emphasize the tone of Ghibli
films in the writing and music - the lightness and magic that Miyazaki
repeatedly emphasized when addressing critical themes.
We wanted to
bring this lightness into our game to create not just a good game, but
one with depth. This depth was intended to be present not only in the
narrative but especially in the gameplay.
At first glance, Fukurou looks
like a simple 2D platformer. But when you look deeper, you'll quickly
see the many months we've put into the jump alone to make it feel
smooth.
After a short while on the leaf, it breaks away beneath Fuku
Fuku can jump onto this platform from below, but then can't go back.
Upon contact, Fuku is reset to the beginning of the screen.
The leaf is blown upward by the wind and then gently glides back to the ground.
Upon contact with the mushroom, Fuku is thrown at the same direction he approuched it.
Lost letters, that Fuku has to find
The year we created Fukurou was full of pitfalls, stressful
moments, the occasional sleepless night, and an intense desire to hate
GitHub Desktop.
But after the many positive responses at the 2024
showcase, it was all worth it. The prototype of Fukuro became the
beginning of a game that's already impressive and through which we've
all learned a lot.
It all started as a passion project of the two
initiators, Marie and Robin, but over time it became a project close to
all our hearts, and we'll continue to work on its completion with body
and soul.
(And not just because it increases the chances of plushies)
The name is a combination of our initials: Robin, Alina, Marie,
Emily, and Nina.
And just as the name is a combination, so is our
studio. Each of us brings experiences, skills, and passions that
couldn't be more different, but together they create the mix for a
really awesome noodle soup.