The game you are trying to view has ceased development and consequently been archived. If you are a member of this game, can demonstrate that it is being actively developed and will be able to keep this profile up to date with the latest news, images, videos and downloads, please contact us with all details and we will consider its re-activation.
'Want to play simple space battles in space with your friends ? Here is the game you wanted ! You control one single ship which is able be teleport or even become invisible, and on the other side, you can put your traps across the battle map.
Your goal :
Destroy the enemy ship (or survive, depending on game mode)
Your tools :
The energy, usually, it repairs the 3 damageable core systems : Radar, Propulsors and SplitControls
But you can also redirect energy in these :
The Systems : Weapon, Cloaking , Shield, Jump, Scanner
The Traps : Explosives, Revelator, AnteShield, NegaJump, Holoclone
>Strategies are endless : playing in fast attacks (with jumps), as a thief (with occulter), like a tank (with shields and max weapons...) etc...
>There is also the SplitControls ability that allows your ship to be divided in two entities. But you can only control one at a time, it's a master technique !
Playable with keyboard + mouse (touch (for windows touch screen) and gamepad might be possible). Coop or free for all modes.
Final game will be priced under 8 Euros/Dollars, in English & French. A demo version will also be released. And a beta version prior to all these. Final Release estimated : Mid 2014.
After the final release, I will still add patches but also additional free content if I've got new ideas or feedbacks to improve the game.
Up to 4 players or more, depending on the network quality (more- will be confirmed after numerous playtests)
Inspiration and references for Design & Gameplay :
-Multiplayer mode Of Goldeneye 64 (especially the explosives)
-Stargate Atlantis (Occultor and Shield System)
-Battlestar Galactica Series (Jump system)
-Hahuri Suzumhia : Day Of Sagittarus (original design)
-Command and Conquer (Energy and Radar System)
After months of development, the first *working* playtest happened between two of my colleagues and myself. I introduce them briefly to the way the game worked,. It wasn't so hard since the game is pretty easy to understand :
Actually, only one game mode : deathmatch, goal : kill the ennemy (simplier than this... ?)
Two main gameplay elements : push traps, or use the systems (shield, lasers, cloaking...)
So pretty easy for a first time.
But as I expected, it was exciting... and painful in the same time. It's very hard to deduce what's wrong and what's not, since the game isn't finished and not balanced. Sometimes It could be only a tiny bit of gameplay that could change the whole game. Hopefully, many good ideas came out, so the main goal is reached ^^
Map that might be too big (we were 3 players), traps range that was too short...
First and foremost, the cat and mouse effect, as I'd like to call it. When a player is following an other one, firing with it's laser, it's only a pitfall. Because the other player don't get the reflex to use his powerful systems (jump, cloaking, clones...). Hopefully, after three battles, it seems that we all started to use the systems with more ease.
Anyway, the tricky part is the mix of strategical game with a space shooter, fast and slow in the same time. Players can't really take the time to push there little traps. So I felt a disappointed, not knowing if the main idea (mixing genres) was the best.
The best thing to do was to find games that got this trap systems. So far, my inspiration for the trap system was this : Goldeneye.
My best memory of this game has always been about explosives (so, traps) you can put everywhere. But since it's about having dozens of weapon, and my game not, I had to find something else.
And then the light came, something else I truly knew was good :
I didn't thought about it first, but there is some Mario Kart Deathmatch gameplay elements : you drive after the other guy to send him torpedos (shells), and you put traps.
It's much more like the problems I could encounter here. So It's a bit of relief to remember that for my own game. I will enhance my game on the complexity side. Make it easier on the traps and systems usage. Since you are not so often calm without anybody to pursue you, you have to be able to quickly use any system (switch to shield or cloaking as if it was your second nature..)
Latest tweets from @folettoalexis
Oct 7 2014, 2:31pm
Sep 27 2014, 10:38am
Caalyoka - Sketching our group of friends T.co
Sep 9 2014, 3:33pm
Aug 15 2014, 2:40pm
Aug 15 2014, 6:53am
I'm facing critical bugs for #IFSCL, 2.6.2.c might take a long time to fix, users, just in case, don't expect it before a few months.
Aug 10 2014, 6:48pm
Actively working on #IFSCL to make it compatible with all windows os ! - learning about net frameworks, visual c++, directX installations..
Aug 7 2014, 4:08pm