
Project Aiko
Fast. Lethal. Flawless. And above all: never let your guard down. This is a combat prototype, not a demo. One encounter, one mini-boss, the core of the combat system running end to end. Everything in it is a first pass, the combat included. The animation is still rough sketch, with no clean lines and no color in any frame. The music and sound are ours, written for this build, but they aren't final either. What's here is our proposal for how this game fights. It's playable, and it's going to keep changing. That's the whole reason we'd rather have you on it now than later. WHAT'S IN IT Small, but a complete arc: something teaches you, something tests you. Two enemies: X-T4ND4RD to learn on, and the FR3-4K mini-boss to test it Parry, posture, executions, energy, the dash attack and QTE resurrection, all running An in-game tutorial for the controls Original music and sound design, written for this build Set on Genesis THE COMBAT Blocking doesn't buy you safety. It buys you the turn. Parry is offensive. A perfect block neutralizes the attack, damages posture and charges energy. Playing safe gets you nothing. Reading the attack gets you everything. The only way to heal is to kill. Break an enemy's posture and you can execute them: an instant kill whatever health they had left, and the only thing in the game that gives you health back. THE ENEMIES OF GENESIS Four archetypes hold the mining operation. One of them is in the build. The standard. Balanced speed, balanced damage, patterns you can read. Everything you need to know about parry timing you learn here, and everything that comes after assumes you learned it. S-P3ED3R. S-T4LK3R. G0LL14-TH. The other three archetypes. Designed, not in the build yet. MINI-BOSS: FR3-4K IKER The one you play. Impulsive, aggressive, quick to swing and slow to think about what it costs. He's carrying a power that was never meant for him, and he knows it. The core of the combat and movement systems was built directly around his attitude: Fast, offensive, and relentlessly intense. GENESIS The first world. An exoplanet sitting on Aiko, a mineral harder than diamond, currently being torn open to get at it. That mining operation is what you fight your way through. The Kahú live here. They were here first, they hold Aiko sacred, and they have no way to stop any of this. THE KAHÚ The native inhabitants of Genesis, a peaceful species deeply intertwined with their world's ecosystem. To the Kahú, Aiko is sacred. The ruthless theft of the mineral by human invaders inflicts deep suffering upon them, yet their gentle nature leaves them entirely defenseless. This relentless resource depletion and human expansion are bound to trigger catastrophic consequences in the future. This imminent disaster is precisely what drives the protagonist to step in and alter this turning point in history. Characters like Sahú and Araú are among the many Kahú scattered throughout the world. Players will be able to converse with them to piece together their history and unravel the world's secrets ROADMAP What's next: Clean lines and color over the animation that already exists Combat timing passes The rest of the Genesis roster Final music and sound The Genesis level itself: platforming, safe zones, Kahú NPCs THE TEAM Four people, in Chile, between university semesters. Benyi: creative direction and programming Tian: lead animation Pins: sound design Kidcol: music Everything you hear in this build is original work, written for this game.
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