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 a small number of combat mechanics to their fullest, with a lot of zoning play. It's simple, but things can get very mind-game-y very quickly.
Foiled was nominated for Student IGF in 2014 (we lost to Risk of Rain 1, which was probably fair). We were also selected for 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.
A version of this game was made for the bar Wonderville in Brooklyn. I was not involved in this version, although I gave it my blessings. It changes the way the sword works to a more conventional layout, requiring the player to slash manually with a button. It also binds swipe and dive to up-slash and down-slash respectively, and adds a second character with different hitboxes. This gives the game a distinctly more Smash-like feel.
Gabe has gone on to make some really amazing stuff, specifically Ape Out and Baby Steps