Rising Dusk is a Completionist’s Nightmare

And an abomination to the obsessive compulsive.

Quite simply because it seeks to undo all these helpless years spent scrubbing games for that last bit of collectable. Rising Dusk does have coins, lots of them, but it doesn’t need you losing sleep over them all.

Rising Dusk Trailer 2018

Here's the latest trailer for Rising Dusk! How many yokai can you find?Follow and Wishlist Rising Dusk on Steam now. https://store.steampowered.com/app/848930/Rising_Dusk/

Posted by Studio Stobie on Wednesday, May 2, 2018

What it proposes instead is prudence; the game’s a side-scrolling platformer, yes, and in very side-scrolling fashion much of the adventure involves jumping over suspended obstacles to make progress. Among these are numbered blocks that at any given instance, indicate the maximum number of coins one may have in their possession to advance.

The blocks in question at times act as the Maximum Capacity sign of an elevator – jump upon a 12-numbered block with more than 12 coins, watch it disappear and well, game over. During others they may prove to be hindrances, stacked over the other to block paths or even hide special items.

In which case you will need the indicated minimum number of coins just so that you can have them disappear. There are all kinds of other numbered blocks playing their respective parts too, and if I’m not making any sense please play the Kickstarter demo.

Note the demo itself is over four months old, already outdone by Rising Dusk’s far more polished launch trailer to commemorate its forthcoming June, 2018 release on Steam and itch.io.

Supporting its premise is a very Japanese world inhabited by the Yokai, a breed of ghouls/ghosts/ethereal beings that emerge after sun set much to the annoyance of young Tamako.

This isn't what they meant when they said hitch hike through the mountains. #risingdusk #indiegame #gamedev #yokai #indiedev

Posted by Studio Stobie on Thursday, April 19, 2018

One day Tamako realizes that she’s had enough and decides to head out across 20+ levels of rice-strewn fields, towns, and the top of a mountain in search of home. It’s not very linear, no, as indicated by the inclusion of a world map that allows branching out into different paths.

I found Rising Dusk’s obvious Studio Ghibli inspirations fit in well with its equally Japanese soundscape. 16-bit art, curious locales, plenty of secrets and even local multiplayer comes added.

Also listed within developer Stoble’s repertoire is SWDTech’s Pixel Noir.

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Computer engineer turned whimsical games content writer circa Christmas, 2014. I'm at highereg.com and do a lot more.

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