Okami HD

Okami HD

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raikazo Jul 8, 2024 @ 1:26pm
Ideas/Feedback for an Okami inspired game?
Since it's been almost 20 years since Okami has come out without a sequel, and I've yet to find a game that has fulfilled that nostalgic experience, I'm looking into working on a game myself.

So far, my ideas have been:
  • Sumi-e art style shader
  • Plot & characters will revolve around Chinese folklore, myths, etc.
  • A low barrier of entry so new players can learn/practice the mechanics of platforming (this is one of the first games that really helped me grasp those controls)
  • Gameplay loop will consist of the player traversing different worlds, each with their own main + side stories and unlock an ability to help them in the other worlds.

My goal is a semi-open world experience kind of like in Hollow Knight or Ori and the Blind Forest, where the player is initially locked into a tutorial world/area but eventually has the freedom to explore wherever they'd like (specifically which world to explore). The worlds themselves would be a semi-linear experience, similar to what's in Okami.

Lastly, I know the celestial brush is a key mechanic in Okami, but I'm not sure about keeping that in an inspired game. Any ideas for other unique mechanics?

What would be helpful to know is:
  • What's your feedback on these ideas? (Are they good/bad & why?)
  • What did you like/dislike about Okami? (Specific mechanics, movement, pacing, etc.)
  • What do you wish Okami could've had? (Mechanics, story/quests, etc.)
  • Are there any other similar games you've enjoyed, and if so, what did you like/dislike about those games?
Thank you in advance for your help with this project!
Last edited by raikazo; Jul 8, 2024 @ 1:28pm
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Showing 1-2 of 2 comments
Ghoul Hunter Jul 11, 2024 @ 5:21am 
Not sure what I can really contribute, but a common complaint is that this game's dialogue is too redundant and dragged out.

Most common mistake I see in a game is trying to be too long. Longer is not better, and often shows amateur craftsmanship. A good designer knows when it's time to end the story, due to fatigue or boredom. Not sure if I'd say that Okami is guilty of that, but it's something I tell people a lot, because I see it a lot.

From one storyteller to another, I would recommend having a sort of personal quest that your story fulfills. Without something like that, it might turn out hollow and uninspiring. What's a story without a piece of your soul in it? That's a rhetorical question, of course.
Treekicker Aug 31, 2024 @ 4:18pm 
i mean, Okami DID get a sequel on the DS in 2011, but yeah that's still 13 years without an Okami 3. i dont really have any input here, aside from: you should have something similar to the celestial brush, but maybe allow it to be used in real time. i love the celestial brush in Okami, but it is a bit pace breaking having to essentially pause the game to use it. makes combat feel a bit slow. my advice would be to have keybinds that are for simpler motions like slashing, so as to not slow combat down.
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