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Tunche News

Pre-release Update: Tunche gets better visuals, a narrative system and UI update

Hello!

Greetings from Lima, Perú once more. It has been a long while. This is Jorge, director of Tunche, ready to write the second to last devlog entry, which is also the last one for myself. Time does fly when you are busy.

Anyway, as most of you know, Tunche is reaching its release date. This also means the team is working extra hard on everything that might still be missing or that might need some extra polish time (which one can never have enough of)

In the middle of all this craziness, I want to take a few minutes to let you know what we were (or are) working on during these last few months of development as the game inches slowly towards its fans’ hands.

Without any further introductions, let’s start with the news:

Narrative System

A few months ago we released a devlog titled “The World of Tunche” in which I talked about the game’s story and its characters, and one of the things we spent a lot of time on during the last months of 2020 was making sure this story reaches the players.



Since Tunche is a rogue-lite game, the player will get stronger little by little until they can complete the whole game in one go. That means we expect the player to do many runs through the game until they are ready to defeat the final boss.

That also means we cannot expect to tell the whole story in a linear fashion and so we had to use a couple of special narrative resources. The first one is the “Story Room” which I already explained in the previous devlog and the other one is the use of our NPCs

Every time you go into the jungle and find a story room or manage to defeat a new boss, you will meet certain non-playable characters that will tell you more about what is going in the jungle and what Tunche’s role in all of this is.

This way, while each character’s story is fleshed out using Story Rooms and Lore Comics, the game’s main story will always be present in your runs. No matter if you choose to play as just one character or decide to level all of them up, you’ll still get to experience the central plot.

Graphical Polish

Those of you who played our latest demo, or our backer beta, already know Tunche is not entirely a 2D game. Our game uses a 3D world and 2D assets moving around it. This allows us to not only use Unity’s 3D collision detection, but also graphical effects that wouldn’t work as well in a flat environment.



However, with good comes the bad, and some of our older effects and sprites didn’t work quite well with the new 3D world. Lights and shadow especially proved to be quite tricky when it comes to working correctly on our flat sprites and effects.

Fortunately, after spending some time working on it, Tunche is looking better than ever.

New UI

One last change I want to mention, and maybe one of the biggest in the last few months, is our new UI. Thanks to the hard work of our graphic designer, Tunche’s user interface is far crispier and goes a lot better with the rest of the game’s visual style.

Using vibrant colors and clever information positioning, every interface in Tunche has been remade into something that we can be as proud of as the rest of our art assets. From the HUD (the heads up display showing each character’s life, mana, etc) to our dialog box and to each and every one of our NPC stores have been remade into something far prettier than before.



Even our “Pause Menu” has been redone completely and now sports a more dynamic look showing off our characters. I must also mention that each one of these interfaces come with an “opening” and “closing” animation so they won’t just appear on the screen, but make a grand entrance every time they are required by the player.

With all this said, there is still a lot of work to be done. Some systems still need a bit of tweaking, some art pieces need a bit of polishing and some pesky bugs still like to lurk around our code.

Our job isn’t finished yet, but we will keep on working as hard as we can during these last few months to make sure all of you get to play the best version of Tunche once the launch date is upon us. It has been a long hard road and many years of waiting, developing, and testing.

Before I wrap this devlog entry up, I just want to ask you to wait for the game just a little longer. Everyone at LEAP Games loves this project very much and we want to make sure that, once you get to play the final version, you will love it too.

We'll see you soon!
Stay safe.

Jorge - Tunche’s game director

Steam Game Festival 2021: Tunche hands-on preview

The beat 'em up genre hasn't been thriving as much in the modern day as it did in the arcade era. However, there have been a few in the last decade that have made the genre shine, such as Scott Pilgrim vs. The World: The Game and Castle Crashers. When it's done well, it's still great fun, but developer LEAP Game Studios hopes to take the genre a step further by blending it with roguelike gameplay. Tunche dares to be different and Shacknews ventures to see how different by trying out the Steam Games Festival demo.





Tunche takes players to the Amazon, brought to life with a hand-drawn art style. This is where a tribe of villagers look to subdue the mad god, the title character Tuche, by journeying across the perilous jungle. There are multiple characters to choose from, all with their own distinct stats, abilities, and even their own stories. There's even a cameo with Hat Kid from A Hat in Time as a playable character. On the surface, Tunche looks to emulate many classic arcade brawlers by offering four-player co-op. Within minutes, you'll feel like you're playing something like Final Fight or Double Dragon. However, the more you go in, the more Tunche will feel closer to a roguelike in the vein of Hades.


Players must plow through areas packed with enemies, like killer frogs and projectile-tossing monkeys. Upon clearing an area, players must navigate branching paths. Like the aforementioned Hades, there are icons to indicate what each path will lead to, whether it be extra currency or additional experience points. Sometimes, players will find story events that delve further into the backstory for the various individual characters. The action will pause briefly for a comic book-style cutscene that explores each character's story and what set them off on their adventure.



Because Tunche is structured like a roguelike, death in this beat 'em up means starting over from scratch. There's no putting a quarter back in and returning to where you left off. Instead, the focus is on taking your currency and your experience points and buffing your character's stats so that they can go farther in their next run. Players can improve their characters by picking up new abilities, stronger combos, or items that can be used during play. The idea is to eventually make it all the way across the game's four worlds, defeating powerful bosses along the way.


While Tunche will look to offer plenty to the solo player, the fact that it offers four-player co-op is a strong selling point. Unfortunately, it's all local, so PC users will either have to share their rig or go it alone. Can the enraged Tunche's rampage be stopped? Find out when Tunche comes to PC in Spring 2021. In the meantime, check it out during the Steam Game Festival.



This preview is based on an early Steam demo build provided by the publisher. Tunche's demo will be available in the Steam Game Festival 2021 and the game will launch Spring 2021 on PC via Steam.

Tunche is LIVE at Steam Game Fest!

Hello, everybody!

Check out the stream with Jorge Garcia, the game's director on February 3, at 11AM PDT / 7PM GMT

The game comes out in March and now is the best chance to give it a spin in a Demo featuring our amazing cast of characters!


Tunche comes out in March 2021. Check out the new trailer!

Hello everybody!

Exciting news for us today, as we release a short animated trailer for Tunche.
The game will become available on Steam in March of next year!

Meanwhile, as we all wait for the release, check out the latest trailer:
[previewyoutube]
https://youtu.be/dsU9SlfKJ9w[/previewyoutube]

Development blog: Tunche NPCs and release date update!

Hello!

How are you all doing? Greetings from Lima, Perú, this is Jorge, director of Tunche, once more with a new entry to talk about our game’s world, its gameplay features and also about a few very important news for all of our players.


The team is still hard at work, just like last time, and the situation with the global pandemic is still complicated, just like last time; but the show must go on and we are doing all we can in order to keep our development gears turning and making sure the game is as good as we can possibly make it to be.
Without any further introductions, let’s start with the news:

New Release Year
After many months passed since our successful Kickstarter campaign and almost a whole year working from our homes during 2020, we are finally seeing the light at the development tunnel as we have entered the final stretch.
Unfortunately, this good news comes with a small number of bad ones, since Tunche does need a bit more time in the oven and will be coming out next year, 2021, instead of its original release year.
I know you have already waited for a long long time, but on behalf of our team at LEAP, I want to ask you to wait just a bit longer. It will definitely be worth it!
However, there’s one more special announcement that might help make the wait a lot easier for our faithful backers.



Backer Beta
Just a few days ago we invited a few press outlets and influencers to play our current version of Tunche and we couldn’t be more thankful for their time and content. However, this was only the first step.
This version of Tunche (which you can check out in this video by the awesome people at Kinda Funny) will be available to our backers, as promised.

https://www.youtube.com/watch?v=Opu3fYlZsZE

For those backers who paid for reward tiers that include access to the beta, we will soon be contacting you so you can grab your personal steam key.
This beta is just a small taste of the full Tunche experience, but it will certainly be far juicier than previous demos or alphas. Here’s a list of features that you can expect from the Backer Beta:
All five playable characters with many of their skills available to unlock.



New NPCs (non-playable characters) which I will talk about later in this very same log entry.

The complete First Level for the final game.

The first big bad boss of the game: Mapinguari.

The first chapter of each character’s story presented as an in-game comic.

All-new “Challenge Rooms” to test your abilities with modified battle sequences.



We will soon (I mean it, it will be soon) be revealing when the backer beta is distributed and we really hope to see a lot of feedback from you, the backers, to help us make this the best game possible.
Finally, it is time to talk about development and game feature stuff:

Interactable Camp NPCs and their precious little systems
Since Tunche became the current procedural action beat’em up that it is, we knew we wanted to bring some rogue-lite elements to it in the form of RPG mechanics such as acquiring new skills, buying items, collecting signature objects from different enemies, and, of course, simply having a bunch of charismatic characters to talk to.
We realized these things could go hand in hand if we made our different vendors and NPCs interesting characters that you would want to visit again and again, after each run, in order to not only make your character stronger but also learn more about the world of the game.
I will be talking about three of these characters and their roles here. Let’s start with…


Sacha - The Skill Tree Guy -




This wise and knowledgeable warrior has trained many generations of heroes from his tribe. Although he is not exactly a shaman, he has the ability to use shamanic magic in many different ways to improve a fighters’ abilities. He can also be considered the current leader of the survivor band within the starting camp but instead of boasting around, he enjoys a low profile.
Once you have found Sacha, very early in your game, he will be the “go-to guy” when it comes to making your characters stronger. He will be resting on his comfy wooden sofa at the very beginning of each run within the starting camp and you can go talk to him and check out the skill tree, which is where you will spend most of your precious Experience Orbs.
From new abilities such as combo finishers, aerial maneuvers, or even the powerful Super Magic Attack to passive skills like extra mana recovery or more health points, Sacha will be one of the most important allies in your adventure through the amazonian jungle.
Have in mind that each one of your characters will have their own separate skill tree and Experience Orb wallet, so if you want to make them all as strong as possible you will have to play as each one of them and then bring them to Sacha so the master can teach them some of the most impressive, and useful, skills in the game.


Ogi - The Shiny Trinket Collector -



A curious and friendly spiritual creature from the jungle, he likes to explore different areas to find what he calls “shiny trinkets” which can be many things including coins, experience orbs, crystal shards, and other types of currencies you will be able to find while playing Tunche. He loves experimenting with what he finds, only to later trade his inventions for even more trinkets with any explorer he might find.
In the game, Ogi works as your standard item vendor. You can find him at the very beginning of each run within the starting camp or even during one of your jungle trips. He will always be willing to sell you something for the right price. His products come divided into different categories: Consumables, Power-Ups, Upgrades, and World Upgrades.
The first type is pretty easy to explain: These are items that you can buy and consume either immediately or during combat like health potions. The second category is related to a character enhancing mechanic in Tunche, which is the use of Power-Ups. I will talk about this in another dev blog entry, but I can say that these items will make you more powerful in many different, sometimes unexpected, ways.
Upgrades are directly related to Power-Ups since you can make said items even more powerful using a special currency. Finally, World Upgrades allow you to unlock new room types and special types of experiences that will help you through each one of the game’s worlds.


Miski - The Scholar -



Just to round up this first batch of NPCs we have Miski, a small child who is deceptively mature and smart for her looks. She is a passionate investigator and wants to learn all she can about the amazon. She’s also quite the avid collector and is very interested in myths, legends, and magical secrets; a curiosity that has caused her quite a bit of trouble in the past.
In the game, Miski acts as your lore curator. She keeps tabs on every little piece of information you might have come across in your adventure. For example, each one of the enemies in Tunche might drop an exclusive item when defeated, like Spiked Frog Tongues, Monkey Masks, and other collectible objects.
Once you have enough of any of these, Miski will be able to analyze the enemy the object comes from and tell you more about its history and some story bits about it. In a way, she is your best option when it comes to learning more about the creatures that inhabit the world of Tunche.
Have in mind that collectible objects do not only come from enemies, you might also find some of them by doing specific things, completing certain challenges, or even by finding special “Story Rooms”.
Little by little, and after many incursions into the jungle, you’ll “Lore Compendium” will become a respectable encyclopedia of knowledge and you might even learn more about Miski herself.
That’s it for today, hope you liked this little peek into our non-playable characters and I’ll be back soon with more info to share with you!

Stay safe!
Jorge - Tunche’s game director