Treachery in Beatdown City: A tactical brawler!
Treachery in Beatdown City: A tactical brawler!
3 unique heroes fight punks, thugs & ninjas & more in this innovative brawler with tactics & RPG elements. All to save the president!
3 unique heroes fight punks, thugs & ninjas & more in this innovative brawler with tactics & RPG elements. All to save the president! Read more
About this project
30 minutes of game footage - more to come soon!
It's 20XX and world stability is in danger. The US President Barak Orama travels to East Fulton to attend a summit at the UN, but is kidnapped during his speech.
A mysterious group, the Ninja Dragon Terrorist organization takes responsibility for the kidnapping, demanding $1 trillion for the safe return of the president.
The corrupt billionaire mayor of East Fulton, Mike Moneybags, won't let the police investigate unless the federal government pays the city billions of dollars in relief.
The dutiful chief of police, Antonio Santiago, calls his daughter and two friends to investigate in his stead. He needs to find out what is going on, although in the back of his mind, something about all of this just isn't right...
Welcome to Treachery in Beatdown City, a beat ‘em up game like no other.
What makes Treachery in Beatdown City Unique?
Designed by super mega fans of brawlers: We LOVE brawlers. We grew up playing the classics: Streets of Rage, Double Dragon, Teenage Mutant Ninja Turtles, Guardian Heroes, The Punisher, Aliens Vs. Predator, etc. When setting out to create a new game in the genre we wanted to take the things we loved, and build on that. Also, we noticed when studying the greats that there are problems too, like brain dead enemies, overpowered moves, and gameplay that tends to favor dominant strategies that break the "fun".
We're here to reinvent the way you play a side scrolling beat ‘em up because we want to grow the genre!
Tactical Brawling: Use real time movement to walk around the arena, and even use some real time attacks to break open a few garbage cans or mailboxes for health or other items. When it comes to attacking, your COMBO menu becomes your best tool.
Using a combination of Fight Points (FP) and combo meter, players of all skill types can choose up to 3 moves out of dozens of moves that will be learned over the course of the adventure to create any number of unique combinations of attacks.
Combine strikes with grapples, or do multiple grapple moves in a row. It's your choice!
Over 26 unique enemies and growing! : Enemies look different, walk differently and all have their own unique ways of attacking. The only repetition in attacks is that there are only so many ways that a person can throw a punch. Enemies range from fast and agile to slow, lumbering and extremely powerful. Some will charge you, others will play keep away.
Enemies are broken down into class types.
Grunts have regular attacks, but also usually have 1 or 2 hidden super strong attacks.
Sneaky enemies focus on lowering offensive options for players.
Grapplers focus on throwing the player.
Support characters taunt and cheer in the fight to cast buffs on your foes and give them an advantage.
Giants have super strong offense, but are often on the slower side.
These class types make fighting mixed groups of enemies a real challenge. And enemies can take on sub classes, so there can be a Giant Support with enormous amounts of HP and high evade or a grappler grunt who has strong strikes as well as strong grapples!
The possibilities are endless!
Learn a large array of new moves as the game goes on! – Moves aren’t in just for the sake of adding moves, as every attack, defensive maneuver and combo is tested and included only if it adds to the fighting mechanics in a positive way.
Experimentation & creativity are key elements to the experience whereas execution is not.
Top down overworld exploration gameplay: Choose your paths through East Fulton, looking for hidden items to heal or power up your player and encounter hidden boss fights that teach your fighters even more moves!
Plus, heal your player, seek out shortcuts through densely populated areas and find files on every enemy in the game. Read those to find out enemy weaknesses and their personal stories.
Super special attacks! : It wouldn’t be a beat ‘em up without a super bar that fills up and allows players to turn the tide in battle. Some of these moves can even be chained from regular attacks!
A dark humor story played out in classic frame by frame cutscenes : Engage with enemies, find out the personalities behind the heroes and enemies and perhaps gain empathy for them… before having to lay a beatdown on them.
Teaser trailer from 2013, featuring a brief story introduction.
Switch characters strategically!: Each of the player characters has his or her strengths and weaknesses against every enemy in the game. Switching can be done on the overworld with the press of a button, and strategic use of each characters strengths can make a fight that would usually be very difficult much easier.
Damage taken in between fights is cumulative, so make sure to switch, or heal your character before their next fight!
Bruce Maxwell is a wealthy stockbroker with an affinity for Asian languages and culture, without forgetting his Jamaican roots. Bruce is the lightweight character, fighting with a mix of Jeet Kune Do and Capoeira filled with lighting fast punches and acrobatic kicks.
Brad "The Bull Killer" Steele is a former professional wrestler, born in Texas from a Spanish-Mexican family. Brad runs a community center in the SoNo section of East Fulton to help people in need. Brad is the heavyweight character fighting with high powered wrestling throws and heavy strikes.
Lisa Santiago is enrolled in the police academy and has an eye for forensic science. She focuses on boxing and mma, with a mix of holds and brutal kicks/punches.
These are just a few tracks from the very beginning of the game, all made by the amazing INVERSEPHASE!
We started this project conceptually as a way to create something new and inventive while working other jobs in the AAA games industry back in 2009. Since then the amount of effort put in has grown significantly when we figured out that this was something people actually would want to play, and 2013 was the first full year that we were able to work on Treachery in Beatdown City in full time mode.
We spent most of that year building the core fighting system, but any good fighting system is built with tweaks to balance, as well as additions to the system. We have also gathered a lot of playtesting feedback from a large amount of people from a number of shows like PAX, Indiecade, GDC, E3 and the world’s largest international fighting game tournament, EVO.
Our current progress is that we are almost done with the first level which takes a few hours to beat (longer than most full length brawlers!). The level features numerous songs, over 26 completely unique enemies and dozens of player attacks. We plan to add 5 more levels that will add at least another 20 enemies, a couple of dozen more attacks as well as more exotic locations and music to go along with them that we can't quite reveal yet.
Beyond adding content we will also be porting the game to Unity out of the Playstation Mobile framework and that, while similar, is a very different environment that will no doubt speed up our development, but will require moving over and changing the code as necessary.
Treachery in Beatdown City is all about creating a tactical brawler with fighting game elements, so of course we need the community to give us feedback on how best to tweak for balance. Every single backer will be able to play the game early, while those who want to get in extra early can pledge to gain even earlier access to in production levels to help us build the best fights possible.
The only way we’ll be able to launch in early 2015 is with your help.
We have already invested quite a lot of our own funds into this game, and have already paid for some of the events/talks that we will be attending this year to support Treachery in Beatdown City - the next one being GDC in March.
Besides that, Manny and I are working on the game full time, and need support to cover bare minimum living expenses for the next year.
Shawn will be creating the individually drawn art for 5 or more new levels, (which don't all take place in the city, and will even end up in areas like a desert) as well as close to 30 + new enemies, complete with new animations and profile pictures, as well as writing all of the dialog and all of the other things that will need to be taken care of.
Manny will be doing all of the coding, creating all of the new enemy behavior patterns and setting up all of the new enemy battle systems and encounters.
Between the two of them they will also be the primary QA people, with a few friends helping out with primary bug fixes and taking all of your data to tweak the game.
We will also be paying Inverse Phase for all of the remaining music that he will create.
And this is not counting Diana who donates a lot of her spare time to consult on and create all of the production art assets that you see, and other industry friends who will be helping out with copy editing on the writing.
This is all keeping in mind that Kickstarter & Amazon payments takes their fees, and reward fulfillment fees as well.
Even though we are working to get the game done by around February of next year, we will still need to work past that to give you, and everyone else, post launch support, as well.
We have new shirt ideas!
Check out the near finished art for the RAD ENOUGH tier t-shirt
Want to be on a poster? Pick up POST NO BILLS and make that happen
Want your own personal graffiti, sketched in high resolution as well as put in the game? Pick up PAINT THE TOWN
Want us to draw you, or a character you created in gorgeous pixelly goodness in a variety of stances/pixel sizes? Pick up PIXEL PORTRAIT
Would you like to help design some of the mysterious Ninja Dragon Terrorist group? Or even make a character you created into one? Pick up DESIGNER OF TERROR
Want an exclusive piece of art created just for you of a character from the game? Pick up FINE ART OF FIGHTING
Do you want to be in the game, as a super cool alt character, AND get yourself drawn in a variety of poses, AND have your own personal bio/cutscene interaction? Pick up ULTIMATE COUNTER
Shawn Alexander Allen (@anuchallenger) is the game designer, director, animator, artist, and founder of Nuchallenger. Before creating Treachery in Beatdown City Shawn worked for 4.5 years at Rockstar games where he worked on a variety of tasks, such as creating trailers, short films, cutscene cameras, writing/performing character dialog & game analysis on numerous titles spanning GTA IV, Ballad of Gay Tony/Lost and Damned, Red Dead Redemption, LA Noire, Max Payne 3 & the preliminary stages of the GTA V marketing campaign.
Shawn began doing in depth analysis of fighting in games years ago both for work and on his own time, and it became more and more evident that the only thing to satiate that would be to build his own unique brawler.
You can also read about his past in this feature on Kotaku - From Poverty to Playstation.
There is an interview on Giantbomb as well about writing in games
Shawn was also featured on the Grio 100
Manny A. Marcano (@cavaliergames) is the coder and co-designer on Treachery in Beatdown City, having initially built a prototype with Shawn in Gamemaker to make sure they both weren't out of their minds creating a turn based beat 'em up.
Manny grew up playing all manner of RPGs, beating complex games at the age of 4. He takes pride in building the stats that drive Treachery in Beatdown Cities unique battles.
Before working on Treachery in Beatdown City Manny worked at Take Two and Rockstar Games on The Darkness, Bioshock & Max Payne 3 in a number of roles.
Diana Santiago (@deeluxdi) designed Lisa, the female protagonist, makes all of the beautiful non-digital art assets for the game and serves as the producer. She also created those lenticular business cards that Shawn carries around, in case you've ever seen them.
She has her Masters in Fine Art and she is also a performance artist and co-creator of the web series Supertight. She had been married to Shawn for just 6 months before development of Treachery in Beatdown City became a full time thing, when the prototype was in full swing.
Diana was working part time while Shawn worked in AAA, but took on a full time job to keep the family afloat during development.
Inverse Phase (@inversephase) is the composer for all of the music. Previously he had music on a number of soundtracks including the Super Meatboy OST. Besides working with Shawn to develop the musical tone of Treachery in Beatdown City he also launched a Trent Reznor approved Nine Inch Nails cover CD called Pretty Eight Machine, after having a successful kickstarter to raise funds for it.
Over the year he has played excerpts from the Treachery in Beatdown City soundtrack at events like Magfest that got the crowd going wild.
If you would like to hear more from Shawn, he was on Destructoid's Sup Holmes late in 2013 and you can check out the interview below! Find out how he ended up being attacked at his Gamestop job a week before working at Rockstar games!
In order to add-on to your pledge, you can go and manage your pledge and just add the amount for any extras you want to pick up. You do not need to change your reward tier, so all Early Birds get the cheaper copy of the game.
For an extra copy of the game, add $11 ->this is a kickstarter only discount
To add on the shirt to any tier, add $22
To add the physical soundtrack CD, add $13
Risks and challenges
Game development is an often crazy event filled with technical difficulties, playtesting, bug testing, and numerous other things that can drive a project off rails and delay it substantially.
Shawn has worked on numerous projects on the AAA game level that were delayed at the last minute, as well as smaller projects that shipped on time, so the experience with shipping video games, both large and small, is nothing new.
At the same time Shawn, Diana and Manny have a lot of their own money in the project already, and have spent a lot of time on preproduction to make sure that game development can go as smoothly as possible.Learn about accountability on Kickstarter
This kickstarter campaign is for the PC/Mac release of the full story for Treachery in Beatdown City.
We will make every effort to get this game on Steam.
We are also aiming for Playstation 4 and Vita as well but we can't promise that yet.
Yes and yes. Steam Greenlight has seemingly amended their terms so games that are almost finished are the only ones that can be put on the service, which puts us in a bind. We have to wait until our development is closer to complete in order to even get the game on Greenlight, but I am confident that we will make it one way or another.
Steam policy has changed and only games that are near completion may be put up on Greenlight. As this project is close to a year away, we will have to put it up on Greenlight closer to release.
We are also talking with other folks, including publishers, to get on that marketplace one way or another.
There is some minor confusion on this, and rightfully so.
This campaign is for the PC/MAC release of the full story of Treachery in Beatdown City and will include all of the great backer rewards, lots of enemies, several stages, and whatever balance tweaks that are made over the course of the year of development.
Treachery in Beatdown City Episode 1 is still scheduled to ship on Playstation Mobile, which will run on Vitas as well as other Playstation Mobile certified devices, and has been feature locked for some time. It will include the 26 characters we have created, as well as the first level of the game and is set to be an introduction to the world of East Fulton. It will not include anything extra from this campaign.
I hope that clears it up.
So it appears that there are traditional JRPG menu mechanics when choosing moves. Is there a stat and skill tree system? If not, why not?
There are stats that drive everything, but there are no skill trees. Lisa, Bruce, and Brad are all set in stone. They will learn all of the same moves every time you play the game. That is, aside from hidden moves that can only be learned by fighting their rivals spread throughout the world.
Skill trees are good, of course, but the three playable characters will be unique enough that switching between them should be suitable.
I'll also add leveling will be automatic, and not experience based. This is to avoid making players feel like they have to fight everyone on each map.
How much brawler is this versus how much classic side scroller? In the video looks like PC breaks away, breaks object for health and then can return to turn based combat? How does it work?
Players move around each fight screen with full real time movement. In fact sometimes you will end up in a scrolling fight where you fight multiple enemies.
The games biggest hook is the menu based combat. But there is also a quick attack that can be used strategically as well.
Menu based attacks take FP & Combo meter to execute, and the player can pick whichever moves they have the amount of FP to use. This is always a constant.
Quick attacks are locked to a specific combo, which is achieved by tapping a button outside of the menu. These are ideal for breaking objects in the environment as they do not take any resource to do so.
Quick attacks do however take some combo meter if you hit the enemy. They also are much more prone to miss, and the combo meter used for quick attacks takes longer to refill.
Players shouldn't rely on Quick Attacks as their primary offense, but in a jam, you might want to just jam out a quick combo to see if you can beat an enemy who is bearing down on you!
How mod-able will the game be? Expansions in the old school sense with new areas, moves and characters?
Currently those questions aren't things we are looking to. The game has a finite ending, but we do have plans for some hidden goodies in it.
We are exploring the idea of making the full game's source available after we launch, or at least important bits of it.
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