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Hikikomori No Chuunibyou is a pseudo 8-bit platform-adventure game with beat-em-up, puzzle, and stealth elements. With its storytelling directing the player through open-ended levels, progression through each stage requires usage of parkour-like abilities and martial-arts techniques.

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Description

Hikikomori No Chuunibyou is a pseudo 8-bit beat-em-up/platform-adventure game to be released for the PC. Like all of my other games, I’m developing it by myself in its entirety, although I have finished and released all of my other games while this one is still quite early in development.

Originally, this game was going to be entitled Enter the 8-bit Fist but it’s a title unfit for the anime-inspired style that I’m going for. While I’ve altered the artwork quite a bit, the changes I’ve made to the gameplay had made keeping it within the restraints of the Dag series (Jump/Boxer and The Way of the Pixelated Fist) I’ve set for myself very difficult, with that being another reason for making the change.

Despite the aforementioned changes, the story will still focus on my endeavors in local bands and, to a lesser extent, skateboarding during my days as a high school student. The bits of changes being made to the story are heavily and (admittedly) unoriginally inspired by concepts from a few of my favorite anime series, though I’d rather not list any of them to avoid spoiling the story of my game or, better yet, the influential anime that I do feel quite guilty about not sharing the titles of.

Gameplay is derivative of a list of influences, including Rayman: Legends, Tomb Raider: Anniversary, Phantom Breaker: Battle Grounds, Astro Boy: The Omega Factor, Shank, Super Meat Boy, Knytt, The King of Fighters, Tekken, Street Fighter, and many other titles that a large variety have been influenced by throughout the years.

As mentioned, Hikikomori No Chuunibyou is still quite early in development but I may or may not post updates as I continue developing it, although it is important to mention that I am putting much more effort into this title than my previous releases due to the amount of experience I’ve gained and customer feedback I’ve received since I had shifted focus on indie game development.