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Oniken is a 2D platform action indie game that make use of 8-bit graphic style. My friend Pedro Paiva and I are putting a great effort to guarantee that this game feels really like an 8 bit classic. Everything on Oniken, from the character design to the music, is a tribute to the 8-bit action games from the NES era. So if you like old-school games be prepared for Oniken and remember... Oniken is NES hard! By purchasing Oniken, you will also get with no extra charging Oniken´s Manual and Original Sound Track composed by Thommaz Kauffmann, Bruno Araujo and N-Freq. *** Mac and Linux version uses wrappers. They're not a port, however in almost every machine that we tested the game it runs without any problem. However if you had a problem please e-mail us!

Post news Report RSS Birth of Oniken part 1

I want to share some experience that I have in my past game.

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Hey everyone! I didin't post anything lately, I´m finishing the last events in Oniken last stage. As I won't show much stuff about the game´s ending to not spoil it to you, today I decided to talk about Oniken's beginning.


Oniken begun in 2010. However, it was inspired in a previous work, a 2005 indie game that I never finished. It´s name was "Onikenchou".Now you´re problabling asking "What the... so it´s the same game you dumbass!" Yes and No. Oniken had the same base plot that Onikenchou, similar enemy designs but similarities end here. The rest is totally different.


During 2005, I was 17/18 years old and very little experience in creating games or even in pixel art, character design and stuff like that. (I´m not saying that today I can be considered much stuff, but at least I'm much more experienced than before.)I really wanted to make a 2D action game, with ninjas, robots, explosions and everything that could be cool so I decided to start to sketch some ideas for this game.


I was a big fan of Ninja Gaiden and Strider Hiryu and, of course, old games in general. However, I'm not joking dudes, in 2005 if you show to people who you was making a 8 bit game everyone could spit in your face and say "are you f***ing insane!?". Back in 2005, people wasn´t that open to retro game style so I decided to make it in 16 bit style with lots of effects.I don´t think that it was a bad decision for the game itself, HOWEVER it implied, at least in my case, in very bad results to the game final result.As I said before at that time I was very little experienced in pixel art. As a result, while I wanted to make the game with overdetailed graphics, the graphic outcome was weird. Also, 16 bit graphics need a making time that I just didn't have doing the game by my own, programming it and also, you know, living. I choose the "super deformed" style for the characters because I found that was easier to animate and, during that time, lots of japanese indie games used it. I was very influenced by them and by SNK´s Metal Slug.


*a lot more detailed figure using less colors and tiny resolution.

The main character was Zaku, however he was a very different Zaku if you guys can notice.Characters also were more anime look because I wasn´t good at portrait my personal art style into pixel art, like more "realistic" faces and more detailed figures.Beside the bad graphical choices, I had made another big mistake in Onikenchou.It´s gameplay...Onikenchou´s gameplay was very complex. It had RPG based level progression, special attacks like in a fighting game, itens that could be used like potions, different weapons and two playable characters... It had so much stuff that I think that was impossible to me, completely by myself, do that. But during that time I really though that it could be done. That was a huge mistake.


*what the f...!?
With so much stuff Onikenchou´s gameplay was off. As you can see, there was lots of useless features like, if Zaku was using a firearm, he became slower and heavier however if I choose the main weapon, the sword, he was much faster and powerful so what was the point in having a weapon that was useless!?


Lots of mistakes like this killed Onikenchou and in 2006 I canceled the game. (Thank god...)Well that is half of the story... Next week I´ll show to you guys the rest. Stay tuned! =)


Not to burst bubbles but the images you show kinda look more 16bit to me. But all joking aside this actually looks pretty kick *** and I will be DLing when I get home from work. The visuals look very clean and eye friendly, so as far as those go, keep up the great work and I will post another comment about fun and gameplay.

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I had a dumb moment, I was remarking on the images from your story not the images for the current project, but it still holds true, the game looks great (and 8bit lol). Can't wait to try it.

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The graphics for the actual game in the header looks amazing!
Can't wait to see it in play!

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Danilo_Dias Author

Thanks to everyone! =)

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