Bad Hombres — Art & Audio Brief

Bad Hombres is a side-scrolling roguelite about two escaped prisoners chained together — you play the small quick one, using your giant amnesiac partner as boost, projectile, and pendulum — fighting from the edge of a surveillance colony to the tower of the man who owns it. The whole game renders inside the owner's CRT monitor: he watches his colony through drones, and you are the picture.

The game is fully playable in greybox today. This document is the complete manifest of art, audio, and video we're looking to commission — pitch on any section or the whole. A small amount of custom art already exists (a city building kit, one guard sprite sheet, the CRT screen effect) and is noted where relevant; everything else is open.

Tone references: colonial-administrative dystopia, composite culture (evoke every empire, depict none), Dead Cells pace, DKC duo physics.

Global constraints (read before drawing anything)


1. Characters

1.1 The hero (the small hombre)

The lead. Small, fast, armed. The largest animation set in the game:

anim notes
idle, run, jump, fall the base locomotion set
roll / dodge grounded roll; also the duo-roll lead pose
air dash midair dash — a flattened lunge, distinct from roll
wall kick pose for the away-and-up kick off contact
climb (ladder) 2–4 frame cycle + static hang
carried riding in the oaf's arms (steering pose)
thrown / ballistic tucked flight pose — doubles as the "hero is a weapon" read
swing (pinned to ring) hanging from a latched anchor ring
self-swing (solo) hurling the severed chain stub, then hanging from it
hit / knockback plus ~1s invulnerability blink (handled in engine)
death run-ending; feeds the recap freeze
fire / swing overlays one generic "attack" upper-body accent is enough — the shared swing arcs and muzzle flashes carry the rest
shackle detail ankle shackle + chain stub must be visible when solo (the severed-chain fiction)

1.2 The oaf

The co-lead and the game's thesis in one body: "the people" as one person. Visibly ~2× the hero's mass. Set:

anim notes
idle, run, jump, fall follower locomotion (replays the hero's jumps)
curl / ball roll the conditioned flinch AND the duo-roll — his signature
duo-roll the pair as battering ram (can be curl + speed lines)
carry holding the hero; walk cycle while carrying
throw wind-up + release (the high-lob variant can share frames)
pendulum swing hanging weight below the ring; pumped poses L/R
wrecking-ball the high-speed swing pose — heavier, streaking
parry swat the big bat-it-away swing; the gold ring lives on this
leg-up boost crouch-and-launch under the hero
flinch / beaten batons raining down — the opening scene and every capture
netted / hauled drones dragging him to a cage
caged slumped behind bars (idle loop)
ghost-float translucent drift for the chain-drag rescue (engine does the alpha — a dedicated limp pose sells it)
memory glow faint gold burn inside memory rooms (aura frame + modulate)

The iron mask — load-bearing for the story (world-fiction.md §Endings):

1.3 The chain

Physically simulated at runtime; needs one good link sprite (it must tile along a curve as it drapes, sags, and hangs), plus the severed stub end for solo play.

1.4 The Proprietor / the watcher

The absent owner who experiences his colony only through screens.

1.5 The people (NPCs)

The lower lane of the world is "the people as a place", and the refugee camps are the final image of both endings — these are not optional dressing:

1.6 Tagalongs (followers)

Three small hover-companions: hacked watcher (a downed drone, repainted), camp stray (a dog), signal lamp (turret salvage). Tiny idle/bob loops.


2. The hunters (enemies)

All need: base anim set (idle/patrol, alert, windup/telegraph, attack, hit, death) + room for the gold parry ring and their specific tell.

enemy design brief
patrol drone hover bob, rear-up (swelling eye + closing red rings), lunge. It's the owner's eye — the lens IS the character. Death = a blip of static (ties to the CRT fiction)
sentry turret bolted base + tracking barrel, brightening glow windup, muzzle flash, suppressed/smashed states
brute heavy walker: plant, windup flare, flat-out charge, staggered-cold (parried), tumble
warden (baton) the "!" plant-and-square-up beat, baton raise → blow; the prison's basic muscle
riot warden armored, rising aim line, 3-round volley, reload, backpedal
shield warden riot shield front (hits spark off the plate), naked back, shield-rear windup shove
bomber warden crouched aim (fuse glow + dashed arc), lob, reload stand; the grenade shell itself
sweeper terrain-crawling spike that walks floors, walls, and ceilings — needs a 4-orientation or rotation-safe design
prison guard a custom 3×3 sheet exists (idle/run/beat) — polish pass to match the final cast style
police (city 2) the second city swaps drones for men — a police reskin of the warden family (cruder, flag-era kit) sells the "mask off" tier

Plus a corroded/rusty variant pass (drone + warden) for the underworld's obsolete patrols — the regime doesn't waste good drones down there.


3. Environments

Per biome, the full kit is: terrain tiles (walkable-top caps + seamless fill), background/parallax layers, set-dressing props, and the biome's holding cells + door dressing. Every biome needs a real parallax backdrop (currently flat color).

The regime lane (periphery → core)

biome setting needs
Stockade penal colony — every run starts here cell blocks, bars, watchtowers, floodlights, razor wire, the intro cell (cracked outer wall, balcony), baton-rack props. Seen every single run — highest polish priority
Mission the registry, where names are taken and masks put on administrative interior: ledgers, stamp desks, filing walls, the mask-fitting apparatus, queue barriers, prisoner-number signage motif
Estates occupied farmland replanted as monoculture hedgerows, fences, farmhouse/barn exteriors, settler manors; the barn interior and the field as staged memory rooms
Plantation monoculture at scale, worked by the taken cane rows, drying racks, overseer posts; reuse the estates palette, industrialized
The Line the extraction railway — prisoners shipped as freight rolling stock exteriors (freight cars, couplings, animated wheels), prisoner-freight dressing, a moving parallax countryside, rooftop staging
City 1 the metropole's pinkwashed face — drone-dense, watched a custom building kit exists (walls/windows/props, 4 material families); this is a civic-face variant pass: banners, clean plazas, drone docks, camera clusters
City 2 the mask off — flags, vulgar, police instead of drones same kit, second variant family: flags everywhere, boarded windows, cruder posters, police dressing
Spire the owner's control room monitor banks (a wall of CRTs), server/cable mass, vertical ascent architecture, the final arena + its cave-in states, the cage close-up set

The Warrens (the lower lane — where the displaced actually live)

biome setting needs
Tunnels his own root cellars and irrigation, under the stolen fields root-cellar timber, irrigation channels, hedgerow roots overhead
Camp the refugee camp, the people's heart tents, cookfires, strung laundry, crowd dressing in 3+ density tiers (the camp visibly swells across runs)
Works the mine dug where his fields were shaft timber, ore carts, drill heads, a vault door
Drains 1 the clean sewers under city 1 — maintained and watched power-washed concrete, service lighting, camera nests
Drains 2 the moldy sewers under city 2 — neglected, unwatched the same kit rotted: mold, standing water, collapsed sections, zero cameras. Build as one kit with a decay variant — the inversion is the point

Shared environment set


4. Weapons (15)

Each needs: pickup/HUD icon, in-hand sprite (single facing), and its effect art (projectile / swing arc). The fiction sorts them: labor tools turned resistance weapons, and captured regime tech.

weapon kind effect art
pistol (the hero's own) ranged tracer + muzzle flash
SMG ranged tracer spray
shotgun ranged pellet fan
marksman rifle ranged piercing bolt
launcher ranged rocket + blast
ricochet gun ranged bouncing round (needs a visible bounce identity)
arc caster ranged chain-lightning
grenade lobber ranged shell arc + blast
slingshot ranged pebble lob
machete melee swing arc
sledgehammer melee heavy windup arc + impact
spear melee thrust
bat melee swing + bullet-reflect flash
chain flail melee orbiting head + chain
shiv melee backstab jab + crit flash

Plus hostile fire — turret tracer, warden volley, grenade shell — visually distinct from friendly fire at a glance.

Gadgets (active items): transfer papers, tin whistle (+ its decoy noise effect), stim ration, smoke tin (+ cloud) — icon + use-flash each.


5. VFX


6. UI


7. Audio (the project currently ships silent)

Music — per-tier beds with lane identity: regime lane (imperial, brass, surveillance hum) vs. the Warrens (human, hand-drums, warmth). Minimum viable: stockade, cities (2 variants), Warrens shared bed, the line (rhythm = train), spire/finale, title, recap sting, the two ending pieces.

SFX, by family:


8. Video / cinematic


Scope & priorities

  1. The pair — hero + oaf full sets + the mask and its icons. On screen 100% of the time; the mask carries the story.
  2. Stockade + camp environments — every run opens in the stockade; the camp is both the first memory and the endings' final image.
  3. The enemy cast — drone, turret, brute, the warden family.
  4. City variant families — the building kit exists; these are variant passes, not new kits.
  5. Remaining biomes (estates, plantation, the line, works, tunnels, the drains pair), shared props, weapon icons.
  6. Spire + endings package (arena, functionary, the owner, cage close-up, mask shatter, camps shots) — last, but scoped now.
  7. Audio throughout — parry clang, chain rattle, and CRT burst first.
JotBird Logo
Published with JotBird