Mikkoku is a game I have been working on since 2003 with the use of the program RPG Maker 2003. Although the game is not yet 100% finished, one playthrough is already good for well over 80 hours of gaming fun.
Of all of the projects I’ve worked on so far, Mikkoku stands head and shoulders above the rest because of its scope. I estimate that more than a quarter of my free time – certainly in the first ten years of the project – was spent on the development of Mikkoku.
Working on my own game from a young age has greatly fuelled my interest in software development. Mikkoku counts as my first real introduction to programming and all the principles that come with it.
Mikkoku is a traditional J-RPG that has a lot in common with other games in the genre. The game can be described as a cross-over between the Final Fantasy and Suikoden titles from the 90s.
With the battle system, the implementation of “jobs” and the graphic style, among other things, the inspiration of Final Fantasy quickly becomes clear. Additionally, the game can also be considered a spiritual successor to the Suikoden series. Just like in Suikoden, you have your own castle for which you can unlock all kinds of facilities and you can recruit a large number of characters (some of which are optional).
Mikkoku is driven by an epic, well fleshed out storyline. I’ve tried to find a balance between magical, fantasy aspects on the one hand and political, historical aspects on the other. An important theme in the game is the existence of 15 magical coins, each containing the power of one specific element. Over time, various parties have attempted to obtain these coins, resulting in much conflict and intrigue.
The game contains an extensive world with great attention to detail. The world of Mikkoku is inhabited by all kinds of different creatures and races. Each region in the world has its own distinct history and culture. The setting is largely classical/medieval with some steampunk elements here and there.