COCK FIGHT 2000 / NAME PENDING
THE COAST OWES YOU NOTHING.
A tropical crime-survival RPG where the fighting game is the main event.
Approved inspiration phase
Miami character canon
Juno Maraschino and Cassette Domingo establish the production tone. Lolo Calypso owns later travel/world expansion. Miami cocks are upright, human-bodied anthropomorphic characters; true birds are a deliberate later relative-world exception. These are design anchors, not production assets.

ANCHOR
White-suit protagonist
The visual anchor: an upright, expressive underdog—not an animal bird.

ANCHOR
Manager booking
The always-available fight pipeline, with risk and negotiation.

ANCHOR
Neon Roost
Top-down city layer: a small dense world, not a sprawling open world.

ANCHOR
Pool fight
The fighting game remains the highest-fidelity action surface.

ANCHOR
Betting parlor
Spectator economy, social texture and second income pressure.

ANCHOR
Street roster
Tattooed, hoodrat, old, young, fat, skinny: no Miami uniform.

ANCHOR
Power roster
Promoters, owners, hustlers and family power with varied silhouettes.

ANCHOR
Backyard crowd
The white suit is unique; the city is a real range of people.

ANCHOR
Relative-world travel
Later field trips introduce true bird-bodied relatives deliberately.

ANCHOR
Daily burn
Cash, rent, condition and heat create the survival loop.

ANCHOR
Recovery clinic
Treatment and shortcuts have visible consequences.

ANCHOR
Marina card
A luxury headline destination without losing the cast’s street texture.
New review batch
Next phase concept pack
A larger board for the upcoming desktop review. These pieces test how the new RPG scope feels across first-night play, roster variety, hub navigation, progression, recovery, cutscenes and late-game fantasy while keeping Miami's upright anthro character rule in view.

PHASE CONCEPT
First night flow
The first 20-30 minute playable proof: apartment, booking, prep, fight, result, and return home.

PHASE CONCEPT
Protagonist packet
Face, body, outfit, pose and prop studies for the white-suit lead.

PHASE CONCEPT
Manager and contacts
The booking network: manager, bookie, landlord, club owner, mechanic, vendor and promoter roles.

PHASE CONCEPT
Street roster lineup
A wider Miami cast pass with varied ages, builds, class signals and fashion lanes.

PHASE CONCEPT
Fight-screen motion
A brighter pool-card battle mockup with clearer jab, hook and kick intent.

PHASE CONCEPT
Neon Roost overworld
Top-down hub layer with apartment, store, booking, food, gym, fight lot and marina pressure.

PHASE CONCEPT
Survival economy
Cash, rent, food, injury, betting, side hustle, heat and daily consequence UI exploration.

PHASE CONCEPT
Training and recovery
Gym, clinic, food, rest and conditioning as the loop between fights.

PHASE CONCEPT
Relative-world travel
The deliberate travel-only exception where true bird-bodied relatives appear outside Miami.

PHASE CONCEPT
Cutscene UX
Dialogue, relationship, heat, money and choice panels for story scenes.

PHASE CONCEPT
Retro box art
Late-90s cover-art energy for product positioning and shelf appeal.

PHASE CONCEPT
Rags to riches
The long arc from busted apartment to club cards and marina luxury.
Archive / do not delete
Earlier direction exploration
The prior dark-noir boards remain available as contrast and production history; they are not the selected baseline.








