- What does this game play like?
Divided We Fall is pretty much a game like no other. Its roots extend to the mid-90's, and the core gameplay could be described as a mix between X-com (for the tactical part and the controls), and Counter-Strike (for the real-time intense action, team-based multiplayer and short rounds). Yes that is an unusual mix, but it reflects well what we (the developers) really like to play.
- Apart from the gameplay, what other unique features do you have?
The highest ranking player of each team has access to an interface where he gives order to the other players in the team, pretty much like in an RTS, except that the units are real players. You start as a recruit, and rank up as your tactical skills improve until you reach the moment where you have enough experience to lay down the strategic battle plan for the rest of your teammates.
- Anything else?
We have built elements that reinforce the online competitive teamplay aspect, such as integrated clan system with monthly competition tournament systems, leaderboards, an extensive lobby for you the players to hang out, regroup and discuss tactics.
- Why no vehicles?
The gameplay focuses on infantry, squad tactics and close quarter combat. Therefore there are no vehicles at the moment, and there won't be in the foreseeable future. However, once the game is released, we might reconsider and start experimenting what would happen if we add tanks, jeeps, motorbikes, snow sleds and grappling hooks.
- Why no single player?
In the same way, we are focusing all our resources on the multiplayer at the moment. Building a single player campaign is something that might come in the future, we have actually thought of it and spent a bit of spare time writing down a concept document.
- How many players can be in one game?
At this stage, we have no hard limitation because we would like to know how many players can the game technically accommodate, but with the current maps, the game is best played in 2vs2 (for the smaller maps), up to 7vs7 on the larger ones. That said we think it would be awesome to have 16vs16 battles or more in the future!
- What's coming up
We have a roadmap section that summarize our coming plan, in short we want to improve everything from the core gameplay (better controls, more weapons, more tactical options) to the community features (more clan features, better and more detailed stats and leaderboards) and build extensions on them (more nations, world conflict locations, etc...)
- Who is behind the game
We also have a news section about the team. In short, we're two main developers, Florian and Antoine (me), and we have a lot of amazing collaborators, freelancers, interns and volunteers who came and gave us a big help at some moment or another.
- Where do I give feedback (gameplay, bugs..)
We have a Forum section where you can report bugs (which we will use as our main bug tracker system), and discuss all sorts of suggestions which might end up in the game if they are feasible and beneficial to the experience.
[ 2016-08-04 15:05:25 CET ] [ Original post ]