

About

Flamberge
$7,230
590
We got greenlit! Thanks for all the support!
The link below may not be working! A mirror is available here on IndieDB.

Current features of the playable demo include:
- Three demo missions
- Three playable characters with different skills
- A music player to preview the soundtrack in-game; includes 12 tracks
Anything to say about the demo? Having issues? Give me feedback here!
We're on our final backer poll. Thanks for all the support!

- Michael - @hydezeke, msb@hydezeke.com
- Ben - @bionicbenbo
Websites:
- http://hydezeke.com/
- http://bencohnmusic.com/
- http://www.indiedb.com/games/flamberge
- Flamberge Presskit
Costs/Where does the money go?
Here are some definite costs:
- Greenlight
- Server costs
- Production costs
The rest will hopefully keep Ben and I off the streets. That amount could vary, but we don't have a 'goal income' for this project.
$1500 may seem like way too little for that, but we also have a bunch of great stretch goals lined up to interest people beyond our initial goal.

Flamberge is an RPG at heart. Players will control many different characters with different abilities and strengths.
However, the main gameplay feature of the game is simultaneous turns. Players plan out multiple movements and attacks at once, and the turn is resolved at the same time as the enemy. The player must anticipate enemy actions in order to win.
Gameplay videos


Screenshots




Listed below are all planned features for Flamberge to have at release.
Singleplayer
- A unique story spanning 20 missions
- A cast of around 15 playable characters
- A class leveling and upgrade system with 15 main classes
- Around 25 unique skills/abilities
- A host of stat-changing items, equipment, and consumables
Multiplayer
Multiplayer is in pre-pre-alpha, but it works! The private alpha should begin in November once we've touched it up.
- 3+ game modes
- 5 multiplayer stages
- Value-based system for picking units before matches
- Customization options for each game mode
- Public ranking system
Soundtrack
- A soundtrack to feature 25+ unique pieces by Ben Cohn - preview it below!

Thanks for considering backing us! Here are some clarifications on the limited rewards:
General Disclaimer: We retain all rights to decide what content goes into the game. In the backer tiers below, Ben and I will try to represent your idea in the game as best we can. If there's an issue with your request, we will talk with you about any changes we want to make. Here are some general rules:
- The concept must not be offensive in nature.
- In general, no profanity, but feel free to message us about specifics.
$50 - Unique Item
Flamberge will have various equipment, weapons, and consumables for characters to use. Right now, the current plan is for each character to have one weapon slot and one 'equipment' slot for an item with a special effect. Anyway, help us make one! As long as you work with us to make sure it is inconsequential to the world, it is fine. It can even be a joke.
$100 - Unique NPC
Flamberge will have several locations where players can talk to a lot of simple NPCs. Put your own in with a few lines of dialogue! Here's what we would want in terms of input:
- Basic name
- 2 to 4 lines of dialogue.
- Basic visual description
Also:
- They must be human, though we may consider your dog if you really want us to put them in.
- Same as with the item, their dialogue cannot create issues for our story.
$250 - Playable Side-Character

You're super cool! Here's generally what we would want from you:
- A visual description of your character (or a drawing or photo!)
- A name
- A class (we'll give you an updated list of classes - here's the current one)
- A blurb about their personality
- Samples of some dialogue you would want them to say
- You may discuss their clothing with us, but it must fit with their job type, and we will likely make changes to fit the visual theme of the game.
However, in the interest of the plot, we will take over creative input on any dialogue involving the character. We may also wish to change the name to suit the style of the game.
The rules are fairly similar to the last tier:
- They must be human, though race doesn't matter.
- Don't go nuts with hair/eye colors. We'll let you know if it works or not, but generally bright/neon colors are out.

We've got big plans! Here's a brief summary of development so far, and some estimates for the future.
June 2014
- Concept was created / game began development.
- Originally had a battle system where characters colliding would open the battle screen, as in Fire Emblem
- Originally had plans to generate most of the game procedurally
July 2014
- Brought Ben on for the music, fell in love
- Scrapped the old battle system, brought in the newer ability-based system
August 2014
- Decided to write a story for the game and create premade levels.
- Scrapped procedural content entirely (it just doesn't fit very well at all)
- Started collaborating with Ben for the story writing
September 2014
- Added firing modes for attacks, making the game way more playable
- Developed a demo and submitted it to the MAGFest indie games contest
- Experimented with multiplayer, which led to major gameplay changes
October 2014
- Designed the main characters of the story
- Designed two more levels for the public demo
- Began the Kickstarter
>>We are here.<<
Here are our plans!
November 2014
- Polish the multiplayer, and release as a private alpha for backers
- Begin Steam Greenlight depending on the outcome of Kickstarter
- Finish all major story writing
- Develop 5-10 major singleplayer levels
- Release another alpha build every other week
- Work with the limited backers on incorporating their ideas into the game
December 2014
- Add more multiplayer content for alpha testers
- Enter the last leg of the singleplayer campaign development
- Release more alpha builds
- Finish the singleplayer campaign
- Begin the public multiplayer beta
- Spend as long as is needed to polish both singleplayer and multiplayer
- Hopefully release, though if the above needs longer, then we'll push to February or March depending on estimated workload
Risks and challenges
Making a game is daunting. Thankfully, we haven't started this Kickstarter until we were fully prepared to plan out the rest of development.
The amount of content we want to put out by January is very ambitious, but it is completely doable. If the game needs more work, we'll delay it a month or two.
I go back to school in January, so beginning then, development will slow down a bit. I believe it'll be 90% done by then, and at the current rate of development, it should be!
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Funding period
- (30 days)