Bainok: City of Fighters
A downloadable game
You play as a martial artist trying to make ends meet in the anarchic urban hellscape of Cirqualo. Doing jobs and constantly honing your fighting skills. Pitting yourself against hooligans and monsters (just hooligans in this demo).
Controls
- SPACE/ENTER - Okay, and confirm.
- ESC/BACKSPACE - No and cancel. Can be used to skip conversations as well. Escape also doubles as the main menu when in the overworld.
- WASD/arrow keys - movement and menu navigation.
Walkthrough
It would be great if people would discover things as they go, but this is a demo and I want people to playtest things. Although if you got stuck somewhere, it'd be nice if you left a comment, and let me know. There is also a fortune teller in the Playground, who can clue you in on things. Either way here are the implemented missions:
- First Day: Leon is tasked to show you the town, go to the market, the playground south of the market, and the industrial area west of the market. If you are not interested in the town, you can catch a couch on the southern part of the market.
- Your neighbour might have something for you
- Distraction: A guy in the market would like you to run a little interference
- The cook: On the left side of the market a guy offers a free burger, accept it.
- At the gas station in the industrial sector, there is a guy who have a little sidegig.
- A bouncer north of the market could use some help in finding his collauge, talk to people south of the location.
Features
- Solo-RPG: No party. Only you and your fists.
- Training: you don't level up and grow stronger on every field. You have to dedicate time and effort to train. Either by practicing your individual techniques, or training an attribute of yourself like strength.
- Combat Condition: Fighting while hungry, exhausted, and generally ailing, means your strikes will be a lot weaker than otherwise. Conversely if you are in top condition, you'll be far stronger too. There is also a big gap between the two if you don't want to bother with being perfectly in balance.
Combat System
- Every fighter has an initiative which decides when it is their turn.
- Every attack costs initiative, and every hit does initiative damage to the target, which are respectively called the Haul and the Shock of the attack.
- Balancing this is the key. You can always check the values of each technique in combat while holding ALT, or outside of combat in your character menu.
- Every attack has a height. Figuring out which height your enemy attacks next, enables you to dodge it.
- Dodging an attack means evading all damage, shock, and causing large haul penalties for the attacker.
- High and Mid attacks can be also blocked taking a fraction of the damage, and shock.
- Spam the same attack lowers its efficiency with each successive use, as the enemy gets wise to them.
- Heavier attacks have lower accuracy. Consequtive attacks have higher accuracy.
Accreditation
- Combat Spritework & Animation: Mike Marshall
- Level Art: LimeZu
- Soundtrack: Remedy - Karl Casey
- Soundtrack: Wrathchild - Karl Casey
- Soundtrack: Sakura - Karl Casey
- Soundtrack: Countach - Karl Casey
- Soundtrack: Neon City - Begench_Begenjov
- The Rest - by me
Updated | 14 hours ago |
Status | In development |
Author | ManusC |
Genre | Role Playing |
Tags | 16x16, 2D, JRPG, Pixel Art, Turn-Based Combat |
Development log
- Part 3: Stronger Skeletons3 days ago
- Once More, with Feeling14 days ago
- First Polished Demo - A log on Ideas and Interest19 days ago
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