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A jam submission

Bainok: City of FightersView game page

Martial Art RPG
Submitted by ManusC — 3 days, 9 hours before the deadline
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Bainok: City of Fighters's itch.io page

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Comments

Submitted

Hey. I played your game as part of a Demo Day stream. If you didn't catch the stream live, here's a link to the video:

You can see my other demo day 46 streams as well on my channel.

Developer

Yeah I was there and saw it all. I really appreciate it, you can never have too much test footage. 
It taught me to add a simpler summary of the systems, so players have an option between going in blind and listening to the extensive explanation of the mechanics. Also some earlier fights, so people don't have to go through half the exposition and exploration part of a quest to get to their first fight. 

Domo Arigato.

Submitted

In its present state I don't really know what to say. You are already aware of all the work that the game needs doing. The main thing I can point out is you need to go over your dialogue with a fine tooth comb and find spelling errors and grammar mistakes.

Submitted(+1)

I saved skib, the city is starting its upwards trend with all yellow mohawks and eccentric ties safe.

Also got some crashes, pasting them here with the error messages would have been too long, so I made an unlisted pastebin real quick: https://pastebin.com/nAd4GJ2Q

I like the fight system a lot, it took some time getting used to, but once I got the hang of it, with blocking, pushing enemy actions back etc, I really wanted to do more fights. Got a cool thing going there, hope you keep at it!

Developer

Hey thank you very much! Appreciate the debug messages, and glad that the combat system appeals to someone who isn't me. There are two more quests, a short one was the guy asking you to do a distraction (should be fixed now), and to other with the streetfood chef that comes into issues once talk, go on your business on another map.

Submitted(+1)

The Dialogue Sprites are nice. But they don't match the overworld Sprites at all. Neither in terms of look nor of quality. Characters turned to face me after I finished listening in on their Conversation. They should either turn directly and talk to me, or not turn at all and just talk to each other.

Why do half of your NPCs have green or blue beards?

Your environment Assets are nice, but the trailer like things that offer a bit of a view on their Side don't fit in with the rest perspective wise. Your trash on the floor also seems too randomly place. it should gather more in corners and stuff where the wind and the movement of the People blows/pushes it into.

Found the second Stone Statue, which I'm assumming is a placeholder for Storyevents, tried to talk to it, got

############################################################################################

ERROR in

action number 1

of  Step Event0

for object oPlayer:

Push :: Execution Error - Variable Index [0] out of range [0] - -1.text(100044,0)

at gml_Script_scrCreateDiagBox

############################################################################################

gml_Script_scrCreateDiagBox (line -1)

gml_Object_oPlayer_Step_0

Some of your Buildings clip outside of the Playable/Visible Area, and into the black. Looks odd.

Your map isn't fitting. It loops in on itself opening new Pathways to different locations if you backtrack. Is this intentional, just a placeholder because you haven't made enough maps yet, or a bug? Because it feels like it shouldn't be that way.

 Couldn't continue past the second Stone Statue with the Error mentioned above, so couldn't try out combat or anything really. 

Sorry.

Developer(+1)

Thanks for giving it a whirl. If I am allowed to explain myself:

  • Characters spin around, because turning towards the player properly is not implemented yet, so they just default to turning down.
  • Weird beard colors happen because Random NPCs are made up from a dozen randomized sprites. Each of them getting randomized colors. I haven't set apart the random colors for the hairs yet.
  • Things like the Trailer is when I was trying something new with the perspective. I know they don't mesh together, but I've put both in the demo so people can tell me which they liked better. Trash is also a bit randomized. I'll take your advice in their placing.
  • The Looping Map should be a feature, unless it is bugging out. Essentially as you move between two bigger parts of the city, you go through a randomized alley. These alleys will have different random events in them. It also signifies you spending time to get from place A to B over a larger distance. If you turn back you should end up back where you've started, as a way of changing your mind.
  • Sorry about that one guy. He is just a "sorry no content here yet" message. I've changed the way dialogues are built last month, and forgot to update him.

The real characters that have things to say are wearing blue, and look all the same as placeholders at the moment. Would love if you gave it a second look, but I understand if that's all the time you can spare.

Submitted

Of course you are.

The problem with the looping map is, that it didn't seem to place me where I was before, hence the backtracking to get to a different Area.

I'll give it another go later, trying to talk to all the blue Guys then, I just kind of assumed they were generic NPCs like the Rest seemed to be.

Submitted

I launched the game, went through the menu, started the game, and played for about 2 seconds before it CTD'd, and the .exe was deleted.

10/10 would play again

Submitted (1 edit) (+1)

Hello fellow /vrpg/ poster! I played through the game as much as I could have. I like gyms and fitness so the setting is interesting, but unfortunately I couldn't make it very far.

The positives is that I like the setting and the music tracks. So far I've heard two and they're both nice, although they set two different moods and seem to be randomly chosen at the game start.
Your waifu roommate is cute, but I think there's some resolution issues. She seems a bit blurry on my rather large screen. Some scaling issue maybe? Well, here's where the troubles begin for me:

Talking to Medve about day to day life crashes to desktop. Alright, not a big deal, I can still progress, until I get my first quest. I walk around looking for the missing replacement bouncer, and I ask the locals. The first few say they don't know, but then resume their conversation. This feels annoying after the first few NPCs, since while it's lorebuilding, I feel like it's out of place. Perhaps what you can do is, after they reply "no", you are presented with a "Listen in their conversation" option and a "Leave" option. It has the same result, but it gives the player a feeling of control, instead of being stuck listening to a conversation, when all they wanted was a Yes/No answer.

I find out a guy who has seen our missing bouncer. Cool. A lady comes up, he shows her where to go and I follow. There's some conversation, we find a door, sweet. Now:

-Walking up to the group of guys to interact crashes 
-Interacting with the lady in that room also crashes
-Talking to the lady WITHOUT asking the guy about the bouncer crashes
-Talking to the guy outside the gym after the alley also crashes

After several tries, I encountered another game issue: the dialogue. Since I heard the conversation already, something akin to "hold enter to finish dialogue" would be a godsend, especially if there's crashes that require multiple playthroughs involved.

Unfortunately, I got stuck at this point. I know that room advances the plot, but I can't think of anything I can do that wont crash the game. I saw before (and in Medve's tutorials) that there's combat, but I never reached that far. 

I'm interested in the setting, so once it gets fixed up a bit, I'd be willing to try again.

Developer(+1)

Hey thanks for giving it a run. You uncovered quite a number of crucial bugs there. I've patched them up quick.

  • Medve's dialogue is a big issue. The system is built to remove options once you ask them so a character cannot react over and over again to something you ask or say. In Medve's case it has to remain static. Now it is fixed
  • Now everyone stops gossiping if you are on the quest and supposed to be asking around for the missing bouncer.
  • When you enter the cult place, it is supposed to trigger the scene automatically. Not sure what went wrong, but I've enlarged the trigger areas so people don't walk off of it on accident.
  • You can hold the escape or the backspace buttons to skip dialogue, but it is a little speedy.

Again, thanks for your sacrifice and making the demo more playable.

Submitted

If you uploaded this version, I'll give it another shot and try to make it farther than before!