
City Nightmare Demo
A downloadable game for Windows
City Nightmare is a low-poly retro style JRPG set in 2006 Delaware. You are Alex Owens, a psychic who goes around the state investigating supernatural cases and banishing spirits. Each chapter unravels a new mystery you must solve with your party, while you uncover Alex's mysterious past.
Disclaimer
If you're having framerate problems, try forcing the game to run on an NVIDIA graphics card, if you have one, or any other graphics card that has high OpenGL compatibility.
- Type "graphics settings" on the Windows search bar and open the top result (should say "system settings" right underneath it)
- Alternatively, open the settings app, then go to System > Display > Graphics
- Click "desktop app" and then "search"
- Find the .exe file for City Nightmare and double click it
- Click on "options" right underneath the file directory for City Nightmare
- Select your preferred GPU and click "save"
Story
Chapter I follows Alex in her daily life, as she learns more and more about the strange disappearances happening all over Delaware, with the capital city Dover as their hotspot. Her childhood friend, Carll, joins the team and they end up discovering something very disturbing.
Combat
Fight with your spirit energy! You can use a basic attack or one of your skills to damage the enemy. Once the enemy has been beaten up enough, use Alex's banish skill to end the fight! If you're so inclined, you can keep hitting an enemy until they're totaled, which rewards you with extra ECT (Ectoplasm) for you to level up! You can rest between turns to recover your spirit energy and prepare for the next attack.
Certain actions have a quick minigame you must pass in order to get the best outcome. Most attacks can be dodged with good timing, while some you can only defend! The icon on the bottom left lets you know what type of attack it is:
- Running figure: you can completely avoid an attack;
- Shield: you can only defend against an attack;
- X symbol: you can't dodge or defend against an attack.
Every time you take damage, you get a strike, shown as red X's under your character's name. Get a third strike and you'll begin to bleed! Make sure to use healing items to avoid that. Dodging will also reset your strikes, but not remove bleeding.
Many actions will also affect your current ES (Emotional Status). The more STY (Sensitivity) you have, the more erratic your ES will be. When you rest or dodge an attack, your ES will go down. When you take damage or use certain attacks, your ES will go up. If it reaches either extremes, your emotion will change to either tranquil or enraged, respectively.
- Being tranquil reduces damage taken, slows down minigames, and replaces your third skill with a more supportive one, but it also reduces your damage output.
- Being enraged increases your damage output and replaces your second skill with a more powerful one, but speeds up minigames and increases damage taken.
Your emotion will only go back to neutral once the ES meter reaches the center. Take advantage of your ES to win a difficult battle!
Your equipment is worth way more than just its raw stats. Some armors have a passive field effect, represented by a green card on your equip menu, which changes gameplay in the overworld, while some have a passive battle effect, represented by a yellow card. Some weapons have a passive character bonus, represented by a purple card, while some give you an entirely new skill, represented by a red card.
Even when you find better equipment, you can keep some of your old ones around for their secondary use! Certain weapons and armors can be used during combat when they're not equipped by anyone. Some of them are consumables, and some can be used infinitely!
Controls
Keyboard controls: | |
Move | WASD |
Confirm/interact | Enter |
Decline/sprint/switch inventory mode | Shift |
Inventory/exit chalkboard.net | Esc |
Options | F2 |
Quit game | Backspace |
Page scrolling on chalkboard.net | Shift + W/S |
Gamepad controls: | |
Move | Left analog |
Confirm/interact | A |
Decline/sprint/switch inventory mode | X |
Inventory/exit chalkboard.net | Y |
Options | LT/RT |
Quit game | Start |
Page scrolling on chalkboard.net | Right analog |
Status | In development |
Platforms | Windows |
Author | Whitenoise Games |
Genre | Role Playing |
Made with | Construct, Krita, FL Studio |
Tags | 3D, Detective, Ghosts, JRPG, Low-poly, Retro, supernatural, Turn-based, Turn-Based Combat |
Average session | A few hours |
Languages | English |
Download
Development log
- Version 1.3 is out!74 days ago
- Version 1.2 is out!92 days ago
- Version 1.1 is out!96 days ago
Comments
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This intro so far was really good, but I go to bed and can't progress, the same text just repeats about the same dream..
Oops. We just uploaded a fix
I just tested out this patch, and apparently there are many other broken things that weren't patched out
Now, everything works as it should on version 1.4.3
It's really stylish, I loved it <3
I'm glad you liked it!
Last video for the demo
The reason the fight against the cop ended up being so difficult is because we didn't anticipate the player wouldn't be at LVL 3 by the point they got into the fight, so you didn't have your third skill on Alex, which we balanced the fight heavily around. It also had an issue where you couldn't gain the extra skill from the Radiant Shard because of that, so the fight was only won because Carll ended up being enraged, which gave him spawnObject(lghtn) to stun the cop with. His undodgeable attack only comes up if you don't stun the cop for long enough
We're tweaking things here and there to make the mechanics a lot clearer and more well explained in the tutorial, which was massively overhauled since this version, and includes giving you the third skill as soon as LVL 2. Enemies are also a lot less hard to kill, now, with less health and a new piercing mechanic
This let's play series was really helpful for finding weak spots in the game for us to improve on, so thank you!
In case you end up playing the NG+ route, I highly recommend doing it through the current version
The boss fight did feel impossible since we felt weaker than we should have been. So we basically won do to random luck. At least this gave you a scenario that you didn't consider so it could be adjusted to account for that.
Hopefully the tutorial will help more players understand the game more and having the required skill earlier should make some the fights easier since it seems like a very important skill. Easier enemies should encourage players to fight more enemies and level up more before the bigger fight so hopefully that helps with the overall gameplay feel for the player.
Happy our videos could help improve the game and we are looking forward to playing more of it when you are ready with more content.
Made another video
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