About this project
We have released an experimental online demo! You can now play with friends around the world!
REPULSE: Galactic Rivals is a 2 to 4 players fast-paced couch game set in a retrofuturistic universe, enhanced by a powerful soundtrack. The game revolves around your ability to attract and repulse objects directly to your friends. REPULSE is the first commercial game of IronEqual, a young independent studio created by adventurous videogame students.
Around this main attraction/repulsion mechanic we developed a lot of different game modes with various rules & goals, each one more captivating than the next!
In short: Grab a cube. Aim at someone. Let the physics do the rest.
A FREE playable demo is now available on itch.io for Windows: PLAY IT NOW
You see the game from the top. Movements and mechanics are really simple. The players can move, aim around, dash, and repulse or attract cubes. You can play with keyboard and mouse or gamepad.
As said above, the players can attract cubes around them. Once a cube is held by a player, he can repulse it at high speed where he is aiming. You can also apply a slight repelling force to cubes you are not holding, to push them away from one of your friends trying to attract it for example... This Attraction-Repulsion mechanic is very intuitive, allowing us to offer a wide variety of game modes.
Cubes behave differently depending on their size. It’s easier to hit someone with a bigger cube, but the bigger the cube, the lower its expulsion force is! Following the same logic, hitting a player with a small cube going fast will push him further than a big cube would have.
The Demo version only showcases the Crush, Bomb and Training modes. All the other modes will be available in the final version of the game, coming to your hands in Q1 2017.
All of the modes bring a different rhythm and challenge for you to deal with. But no matter the mode, the primary objective is the same : Be the last man standing among your friends!
(You can see more details on the final Steam version game modes here)
The Training mode allows you to familiarise yourself with the controls and mechanics, with no win or lose conditions. If you are alone and want to have an idea of what the game feels like to play, you can play Training alone. We still strongly encourage you to play with friends, as the game was designed as a local multiplayer experience.
In Crush, you have to push your opponents (aka your “friends”) against the red death rays surrounding the arena. At the beginning of the round, the death rays are narrow, and will expand as time passes. (small tip: dashing when you get hit by a cube can allow you to counter the pushing force given by the cube, and hopefully avoid being crushed)
In Bomb, a timer is set on the only cube of the arena, then randomly distributed to one of the players. If you keep the cube at the end of the timer, you explode with it. You have to hit another player with the cube to make him the soon-to-explode player. The players' movements are slightly faster than in Crush modes.
REPULSE's universe is mostly inspired by the 80s retrofuturism and neon-overdosed aesthetics. Players are unknown technologic entities that seem powered by plasma energy, fighting on "The Neon Valley", a place filled with arenas. Our goal is to offer a game visually more detailed and energetic than a minimalist game, while still being clear, to avoid obstructing the gameplay.
On the demo you can see the arenas of the different modes separated from each other. Our objective for March 2017 is to have all the arenas in one seamless terrain ("The Neon Valley"), the camera traveling around the neon wireframe palm trees and mountains when going from one mode/arena to another.
The cubes can all have different patterns, chosen randomly at the beginning of each round. They also spawn randomly on the arena to have unpredictable rounds from the start, forcing you to adapt faster than your friends at each new encounter.
We also gave a special attention to the Visual FXs, as they are very important in REPULSE, not only feedback wise, but to transcribe the dynamic rhythm of the gameplay visually. Thus, all the FXs are bright, detailed and fast.
We are working with 2 musicians, RADIANT and Loïc Bourdrel, who created 12 songs for REPULSE. Having a synthwave vibe that resonates and amplify the game’s universe is something very important to us. Here are the released musics for REPULSE’s demo. We will add more songs on top of the 12 depending on the stretch goals.
RADIANT and Loïc have a different approach of the "80s neon" music. Loïc takes inspiration by 80s and 8-bit melodies, while adding some disco elements to his sound, and using his experience as a rock artist. RADIANT has a more modern style, with more basses and simpler melodies resulting in punchy minimalist musics.
- We already have programmed all the gameplay, transitions and UI.
- RADIANT and Loïc have created 12 songs for the game.
- The basic arena you can see in the demo and all the visual identity of the game have also been created.
- Two game modes are fully completed Crush and Bomb (+Training).
- We also have everything needed technically to develop or finish the other modes easily.
- With all the feedback we'll have gathered through your comments and the analytics we have in the demo, we'll surely have to improve or correct some gameplay elements. Same goes for the sound effects/musics we might have to replace if they are not to your liking.
- We have to implement the whole map (The Neon Valley) linking all arenas, diversify them visually, and polish/remake some of the visual assets.
- We also want to incorporate a little action (cosmetic, with no impact on the outcome of the round) eliminated players can do while watching other players fight to win the round.
- Making the rest of the game modes will be fast, tweaking them will take some time. You will be able to live this adventure with us by getting the Supernova Champion package!
- Finally we'll have to add steam achievements in the game and a more detailed tutorial.
We are making this Kickstarter because it gives us a wide exposure, and will help us get a lot of feedback and build our community. Having this strong relation and a clear dialogue with you is an important objective to us. It can seem corny, or the same thing every studio says, but we assure you it’s not. That’s why you will see us interact with potential REPULSE players and fans on Twitter, Reddit and other social media starting from this month. We have the chance at this day and age, with social media to directly engage with our customers and supporters instead of going through multiple walls of marketing. Come say hi!
As explained above, one of our priority is to build a community: the exposure from this campaign is going to allow us to do that.
Creating REPULSE this far was costless. We dont need (nor want) to pay ourselves. But to be able to commercialize legally REPULSE, and future games, we need to create a company.
Your pledge will help us pay the studio creation expenses!
We are IronEqual ("iE"), a studio founded by 5 passionate game design students : Feno, Nathan, Keryann, Benjamin and Niels. We work with friends, such as our artists, musicians and sound designers, who attend school with us.
We all are video game students currently completing our master degree. Creating IronEqual is more than just a side project to us. Our goal is, when we graduate from school, to be able to live from our creations as IronEqual. Help us fulfill our dream!
The team behind REPULSE is as follows: Keryann (programming and game design), Maxime (all the arts & visuals), RADIANT and Loïc (the sounds effects and the awesome soundtrack). Feno and Niels worked on the game design and are taking care of the communication.
REPULSE is our first commercial game. We have already trained ourselves by making many prototypes, free games and school projects over the last years to gain the most experience possible, and are now proud to release REPULSE's demo to you!
Risks and challenges
- The game is already ready at an early state, but we may release it later that our goal of Q1 2017, depending on unpredicted events (if the paperwork for the creation of our company takes too long, for example)Learn about accountability on Kickstarter
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