A competitive local-multiplayer game based around frenetic combat and a unique soul-stealing system, Foiled has players quickly switching between offensive and defensive play. Mobility is key, with players bouncing around the level Super Meat Boy-style, competing for an advantage in positioning. The game utilizes just a few combat mechanics to their fullest, with surprising depth. Foiled was designed to allow players to enjoy the most satisfying, cerebral elements of high-level competitive play (eg mind-games, zoning, spacing, etc.) within the first hour of play.
Foiled was selected to be in the highly competitive 2014 IGF Student Showcase, as well as the eSports Showcase at Indiecade East.
I co-developed Foiled with Gabe Cuzillo, who was responsible for the design, direction and code. Gabe made the original prototype, after which he brought me on to do graphics and sound. We worked closely, and collaborated heavily across our respective roles.
Be sure to check out Gabe's new game, Ape Out. It's incredible.