
MIXTAPE DELINQUENTS: A Bootleg Roleplaying Game (OPEN ALPHA)
A downloadable game for Windows
Mixtape Delinquents (MTD for short) is a no-fi retrofuturistic cyberpunk Immersive Sim with CRPG and Tactical-FPS elements, set in a retro-futuristic cyberpunk dystopia, inspired by Y2k aesthetics, long-forgotten shareware games, and the classics of the imsim genre like the original Deus Ex, all wrapped up in a punky DIY design ethic, a pitch-black comedy narrative that's dripping in the righteous venom of a vitriolic social-satire of the current state of technology, the enshittification of the "World Wide Web" and the late-stage capitalism of modernity
(NOTE: This demo is an early alpha version of the game)
MTD DEMO FEATURES:
- OVERLAPPING GAMEPLAY SYSTEMS: Even in this early alpha demo, MTD has several simulated gameplay systems that all interact, and more are, most likely, on the way! ("A GENERAL GUIDE FOR BASIC PLAY" for more info on the currently implemented game systems)
- 100% FREE OF "HANDHOLDING": No quest marker telling you where to go. No unnecessary tutorials. In this version the demo you're dropped into the level, and let loose with nothing but you're starting gun, Chromecorp(R) Chromeclip(TM) Universal Ammo (you're one-stop shop for ammo-as-a-service.) and a virtual "diary" with updating entries to let you know what you're goals are. You gotta use your head and the game trusts that you can figure it out on you're own, no intrusive and/or condescending instructions needed!
- TOTAL PLAYER FREEDOM: Emergent gameplay with reactive enemy (and ally!) AI, environment-based tools, open-end levels, and deceptively simple objectives means there's always more than one way to tackle a challenge. EXAMPLES: On the way to the warehouse in the demo level, you can sneak past the cops, lean around corners to shoot, distract enemies with sounds or even get together a group of fellow punks to help you out in fights. Once you're at the warehouse, you can go in guns blazing, sneak past the guards, take them out from a distance in careful spots to avoid alerting the others with with the sound of you're gun, unlock the door (with a very predictable four-digit password.) to get in more stealthily, blow up the door and/or enemies with one of the barrels, or you could find the secret vent, rush through it before the pigs can shoot at you, jump down from the shaft in the ceiling, stack some boxes to get up to the other vent, take out the nearby guard before he knows what hit em, grab the package and either just hightail it out of there, or if you wanna get EXTRA fancy, stack some more box and put the imsim number into the door and head out from there just to flex... I'm getting carried away typing this but you get the idea, tons of ways to tackle the demos level's object, half this stuff I mention I didn't even plan for, I just figured out it was a good way to do it. In a sense the "organizing a riot" was a happy accident by allowing the player to ask punk NPC's to follow them
- A scathing, allegorical cyberpunk story: The year is 3006 in an alternate future. You play the role of Dessy "DB" Bells, a jaded 20-year-old "splicer" (genetically-modified human), media bootlegger of the Mixtape Delinquent subculture and active participant in the resistance against the new found corporate police-state known the Syndicate, a conglomerate of mega-corps and the effective government of a slum-laden wasteland once known as America. Fear mongering over a supposedly world-ending - but factually non-existent - computer virus known as "Y3k"., they took control of the US government by lobbying for deregulation, personhood for corporations, and legally-enforced monopolies on all goods. Soon, in New America(TM), "goods" turned to "services", "creation" became "content" and for centuries a democratized cyberspace, safe from the reach of would-be techno-aristocrats, the World Wide Web is now under the Syndicate's control. But the many are not happy. A storm is brewing. As such, a new member of the Syndicate, Aerocorp, has an old, tired trick up it's sleave, but when some random rabbit-gene'd splicer riffraff is swept into their conspiracy, it doesn't take long until they realize this "Mx. Bells" is a bigger threat than they seem. You are what they fear. They desperately need to stop you. But first they have to catch you.
Everything you need to know going in to the MTD Early Alpha build
NOTES FOR THE CURRENT ALPHA BUILD:
- This is a very early version of Mixtape Delinquent, and might not be reflective of the final game. It's also missing a some extra features that'll be key later in the game, but they're being implemented over time and I'm really excited about how this game is shaping up. This game is nowhere near complete and by the nature of an early dev game probably has issues I haven’t even discovered yet, so feedback and bug reporting is greatly appreciated!
- While I do want to polish MTD quite a bit before release, note that I am taking “DIY” approach to MTD’s aesthetic as a punky artistic choice as much as it is a stylistic tool for scope management. I mention this because while I do want to make this game look and feel like the best version of itself, the “weird janky shareware game you played on a library computer as a teenager that you sorta half remember and could never find” is the vibe that, ideally, you SHOULD be getting, if I did my job right as an visual and audio artist. Please tell me about the game-feel in your feedback :)
- Also, if you have any questions about the game, whether it be confusion about how something is supposed to work or about the story/worldbuilding let me know!
- Finally, my public email is ianianaspencer@gmail(.)com if you need to reach me
Ok, now for the fun stuff:
CONTROLS:
Ofc wasd to move and mouselook
Q and E: lean
Leftclick: Shoot gun/ Use Melee Weapon / Throw held object
Rightclick: Interact
Semicolon: Reload ChromeClip(™) (also happens on leftclick when clip is empty)
X: crouch/sneak
TAB: Inventory and Diary
Space: Jump
F / F12 : Flashlight
A GENERAL BASIC GUIDE FOR PLAY
Primary Gameplay Systems
- DAMAGE: Many objects in the world are damageable. In this demo there are several weapons you can find in the world, but ofc this is an immersive sim so even in the demo there’s other tactics too,
with or without causing damage to enemies! Anything tagged as “damagable” in the games code can be destroyed - SOUND AND STEALTH: In addition to seeing other NPCs and the player, NPCs can also hear sounds, and will react accordingly. You’re fellow punks will look over at the sound nonchalantly to see what’s up. Both the cops of the SNAPD (Syndication of New America(™) Police Department, if you were curious) and your fellow Mixtape Delinquents will walk over to any unfamiliar sound they hear, whether it be footsteps, an explosion, or gunshot, thrown or dropped object, and so on. When the player is crouched, they don’t make footstep “noises” heard by npcs. It's worth noting that cops die instantly if killed while not actively engaged in combat!
- EXPLOSIONS: Anything tagged “combustible” will be destroyed in an explosion. Destroying barrels of toxic waste will cause an explosion that destroys anything in it's blast down. This can be used bypass password-locked doors and kill enemies creatively, but note metal boxes and the player are also destroyed/killed by explosions
- MOVABLE OBJECTS: Objects like plants, metal boxes (good for stacking) and explosive barrels can be picked up by interacting with them. They can also be thrown!
- FACTIONS: In MTD, there are two opposing factions: The titular Mixtape Delinquents (tagged as “punk”s) and SNAPD, the remnants of the American police system, now zombie cyborgs spliced with literal pig DNA (tagged as “pig”s) after the techno-aristocrat government takeover by the Syndicate, a conglomerate of mega-corporations who lobbied and fear mongered over the supposed “Y3k Virus” that never came to be. When you, or any other “punk” are spotted by the cops, you or your allies, will become they’re target. But there’s a revolution in the midst, so any “punk” npc will, likewise, shoot SNAPD on sight
- ORGANIZING: Ever wondered what it would be like if organizing a protest was a gameplay mechanic? Probably not, that’d be a weird thing to want, but believe it or not, even in this early Alpha Build of MTD that is already legit a gameplay system. Interacting (right-clicking) with your standard punk NPC will get them to follow you around, kind of like a companion in an RPG, but you can just keep amassing a crowd of you and your fellow punks, meaning if you play your card right, you can take the cops by surprise by pulling up with a full-ass riot! Note that right clicking while you have ppl following you will cause you to “point something out” and get them all to face the same that you are, in case you spot the cops before they do!
- HACKING, DOORS AND TERMINALS: Some doors and compartments in MTD are locked by password, but so are some computers, which can be hacked! The hacking minigame in MTD is riddle-based, giving you a cryptic password hint to solve the a puzzle. Once you've jacked in, you can snoop through the user's emails to find useful information, including, perhaps, passwords to doors
- A "MODULAR" RPG NARRATIVE (Programmed, but not implemented quite yet, Will become a part of the experience as game develops): In MTD, your choices matter, but not so much for the ending, so much as the narrative beats along the way! While the gameplay systems for this are already programmed and designed, the larger implications aren't very noticeable yet, but they will be. As the story of MTD will go on, any character, friend or foe, can die for good, and the story will carry on without them. This includes characters that are important to the plot, meaning you may have to figure things out without your friends and ally's help or advice. Character deaths are not scripted, so every choice and mistake you make will have an impact on the way the story plays out, giving narrative weight to you're unscripted choices and emergent gameplay
Note: All of these systems interact with each other. Experiment and report anything that may be (a bit too) game-breaking. As I add more systems to MTD,
Diary and objectives
When you go into your inventory menu, there’s a diary there. This is like the journal or notes feature in most imsims and crpgs. It’s automatically updated, so if you’re not sure what it is that you’re supposed to do, check your diary!
Updated | 28 days ago |
Status | In development |
Platforms | Windows |
Author | Ian/Iana Spencer |
Genre | Role Playing |
Tags | Altgame, crpg, Cyberpunk, Dystopian, Experimental, FPS, Furry, Low-poly, Retro |
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Development log
- MTD Alpha-4.3528 days ago
- MTD Alpha 4.2: Hacking, "Level 2" is now "beatable"37 days ago
- MTD Alpha-4.0: Better dialogue , Less stupid AI, Polished stealth39 days ago
- MTD Alpha 3.5: Better leaning and "level 2" progress45 days ago
- MTD Alpha 3.0: AI is now 85% LESS f**ked up!46 days ago
- MTD Alpha 2.8 - Better AI and Dialogue Revamp46 days ago
- MTD Alpha-2.5: Huge visual overhauls and a better HUD47 days ago
- MTD Alpha-2.0: Fleshing out the world and preparing for the future48 days ago