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Pan, a piece of bread riding a mechanical toaster armor, must rescue the 7 members of the Breasistance from Doctor Dough, an organic parasite which can take control over any domestic appliance.


Super Toaster X is a RPG game to learn Japanese vocabulary. It was mostly inspired by the Darkest Dungeon (exploration phase) and Super Mario RPG franchise (combat phase).

So... how does it all work anyway?

You know what they say, a picture is worth a thousand words:




Music is composed by the talented Toney Manfredonia (@amanfr1 on twitter). You can listen to a sample of one of his songs here if you're interested:

https://soundcloud.com/tony-manfredonia/super-toaster-x-workshop-stage


My name is Etienne Zizka and I'm the lead and designer and artist for the game. I've drawn all the art displayed in this message and much more. I'd literally fill pages if I were to put everything however. Just keep your eyes peeled, I often show new Pixel Art right here in this thread.

Latest Blog

0.59 is out!

We've just uploaded a new build to our testing branch. This build adds in the new skill tree, which allows Pan to use the points obtained from mastering cards to become stronger.

New players (or players using the revert saves option) will start with at least 2 mastery points so they can obtain the Kung Punch move. Training with Sensei will allow you to obtain mastery points using the Hiragana character set.

Upcoming features include:
Display settings for vocabulary during combat. Swtich between Romanji (english) and Hiragana/Katakana readings, and enable or disable furigana (the characters above the Kanji which tell you how it is read).
Katakana, Kanji and unmastered card training modes with Sensei.
Story mode
  • Production
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  • Toaster_Team
  • Unity
  • RPG
  • 05/21/2015 07:43 PM
  • 05/08/2017 10:52 AM
  • 05/20/2016
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Holy shit, this looks awesome.
Subscribed!
This looks really really cool!
Thanks guys, the best is yet to come. :)
User was warned for this post
Cool doodle WizQuiz!

@Caninemm: there's actally very little connection between the two games. The inspiration for the game is actually Earthworm Jim and Mega Man
Weird. The pixelwork looks fantastic, but the gameplay seems pretty run of the mill and the concept feels gimmicky. Definitely weird. Hoping to be surprised though.
Well, I'm still trying to find the right way to make a platformer which will stand on its own. I'll admit I'm still trying to find *the* mechanic which is truly unique to the game. Then again, does it really need one?

I'm not sure what you mean by gimmicky however.
Okay, had to subscribe just to make sure I don't miss any animation you show here. Those look so cool! Keep up the good work!
author=Toaster_Team
I'm not sure what you mean by gimmicky however.


I think he's referring to the fact that the concept looks fun, and instantly grabs attention, but doesn't really change anything substantial. Swap the names and the artwork a bit, and it would not come off any different to a relatively experienced genre player. It's a common enough situation, and in the absence of a proper story, I think all you can truly do to mitigate that is focus on atmosphere further so that the game doesn't just sound unique, but continues to feel unique as you continue playing it. After all, the idea of Apotheon (Greek pottery artstyle) is also technically a gimmick, but it fit both the story and other things (i.e. the sound design, which was all pottery cracking and smashing).

author=Toaster_Team
I'll admit I'm still trying to find *the* mechanic which is truly unique to the game. Then again, does it really need one?


Well, like I said before, it's recommended, but not be-all and end-all: game can stand without it if everything else is substantial enough. I do think that releasing demos for us would be a good way to know if you're on a right track. You might not want to do it ahead of/during Kickstarter, but it's certainly a good idea to release them after.

@ Canimemm: Wait, is that... a Life is Strange avatar? Yes!
@NTC3:
Thanks for the informative message. It does shed some light.

A demo is underway. It's a pretty important step so I want to make sure everything is pretty much flawless.

It's been a while since I posted that message, the projet has been fleshed out a lot since then.

@MicKo: Yup! Come for the animations, stay for the game! Thanks for your support, kind words are always welcome.
"A" sounds like a ripoff of a Megaman game (which is what you are looking for!)!!
What if some people doesn't only want to learn the Japanese vocabulary? Wouldn't it be interesting if the game was teaching you almost everything? Please think about it.
I did consider that and adding other languages is not out of the picture yet. Since it's focusing on vocabulary, it's certainly something within reach.

Which language are you interested into?
Vaccaria
You'd think MZ would use a dictionary for switches/variables by now?
4936
A game where you can learn Japanese?

mein gott
So cool and looks fun..
I miss my childhood days suddenly..
Looks good! Although i think it needs a bit more explaining about Japanese language,and what the controls really do. It took me a while to figure out how to attack and what the other buttons do :P
Also the play window is way too small! I struggle to read the text, especially if you want to take some distance from the monitor. I liked the music and the animations are fun. Looking forward for a more complete version :D
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