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One-Sentence Story: Unravel the secrets of an underground fencing organization that requires members to wager their most precious possessions.
Genre: JRPG/Mystery/Information Collection
Playtime: Expect 8-12 hours of story
BACKGROUND
Florentine Blanc strikes gold when she gets accepted into FOIL, a private fencing group advertising a "new breed" of the sport.
The rules? Members must wager the object they care for more than any other: their Prized Possession. Florentine has seven days to prove herself. Each night pits her against one of the quirky characters clamouring to gain control of her trophy.
But what happens when members leave? And why are Prized Possessions such an integral part of FOIL's structure? As her experience in the isolated Chȃteau de l'Hiver proves menacing, Florentine investigates what evolves into a mysterious and ugly truth.
Fleuret Blanc was created from 2011 to 2012 and released for free in July of 2012. It was my first "solo" game, but many people helped contribute, including Michael "Garoad" Kelly, Sabrina Valenzuela, Kan Gao, Sarai White, and plenty of other generous and talented people. If I were to make the game today there would be a lot more polish and much better design here and there, but as a whole, I truly love this game and the story it tells. I hope you enjoy it!
PREMISE AND THEME
Fleuret Blanc is primarily about the importance of objects in our life. Though the storyline follows Florentine as she unravels the mysteries of FOIL and its judges, she's constantly challenged with ideas of possession, collection, and obsession. The game rewards Florentine--who starts as a minimalist traveler--with points based not only on how much she interacts with her fellow members, but also on how much money she makes and how many items she's hoarded in her room. Though collecting is encouraged for a better score, the overall implications of the act can be bittersweet.
SYSTEMS
TIME
Time flows across seven days. Each day is broken up into morning, afternoon, and evening. Within those three sections, the player may explore, bout, gossip, and go through their notes however they like. However, Events take up Free Time. There are only three "segments" of Free Time within each section of the day, so use them wisely. Once three events have been seen, all other events will disappear until the player forces time to progress.
BOUTS
Fencing against other members is mandatory in the evenings (Trophy Bouts), but optional during the rest of the day. Unlike typical "battles," the winner is based on how stylishly they performed, even if their health went down first. Winners either take control of their opponent's Prized Possession, or regain their own.
Florentine gets paid based on her performance as well: the style points she accrues during bouts correlate directly to her income. This means that the player makes money not by winning, but by doing their job as a fencer.
There is no experience or leveling, and each member follows the same exact rules of combat as the player. A move's success is based both on predicting the opponent's attacks (based on current bout conditions) and successfully completing timing or button-pressing indicators that appear on the screen. Each opponent has their own set of special techniques that separates them from the others. With enough money, the player may persuade someone to teach them these techniques.
BEDROOM
Florentine's "home base" is her bedroom where she stores the trophies of other members. She also may find or purchase other nic-nacs to hoard, transforming her simple sleeping quarters into a carnival of colors. Changing techniques and saving in the journal are just a few of the things that can be done here.
CONCLUSIONS
Witnessing events (mandatory or not) may bring up "interesting" ideas that Florentine will take note of in her electronic journal. These Points of Interest all pile toward conclusions that she has yet to make. Filling in the prerequisite for conclusions can lead to bonus events that open up the story and have an effect on the ending.
GOSSIP
Collecting the best information may require gossiping. A select few members are as moral-less as Florentine and will engage in gossip about the last person, place, or thing that the player has come in contact with. (For example, if you click on a plant and then gossip with Roland, he'll give you his two cents about the local shrubbery).
One-Sentence Story: Unravel the secrets of an underground fencing organization that requires members to wager their most precious possessions.
Genre: JRPG/Mystery/Information Collection
Playtime: Expect 8-12 hours of story
BACKGROUND
Florentine Blanc strikes gold when she gets accepted into FOIL, a private fencing group advertising a "new breed" of the sport.
The rules? Members must wager the object they care for more than any other: their Prized Possession. Florentine has seven days to prove herself. Each night pits her against one of the quirky characters clamouring to gain control of her trophy.
But what happens when members leave? And why are Prized Possessions such an integral part of FOIL's structure? As her experience in the isolated Chȃteau de l'Hiver proves menacing, Florentine investigates what evolves into a mysterious and ugly truth.
Fleuret Blanc was created from 2011 to 2012 and released for free in July of 2012. It was my first "solo" game, but many people helped contribute, including Michael "Garoad" Kelly, Sabrina Valenzuela, Kan Gao, Sarai White, and plenty of other generous and talented people. If I were to make the game today there would be a lot more polish and much better design here and there, but as a whole, I truly love this game and the story it tells. I hope you enjoy it!
PREMISE AND THEME
Fleuret Blanc is primarily about the importance of objects in our life. Though the storyline follows Florentine as she unravels the mysteries of FOIL and its judges, she's constantly challenged with ideas of possession, collection, and obsession. The game rewards Florentine--who starts as a minimalist traveler--with points based not only on how much she interacts with her fellow members, but also on how much money she makes and how many items she's hoarded in her room. Though collecting is encouraged for a better score, the overall implications of the act can be bittersweet.
SYSTEMS
TIME
Time flows across seven days. Each day is broken up into morning, afternoon, and evening. Within those three sections, the player may explore, bout, gossip, and go through their notes however they like. However, Events take up Free Time. There are only three "segments" of Free Time within each section of the day, so use them wisely. Once three events have been seen, all other events will disappear until the player forces time to progress.
BOUTS
Fencing against other members is mandatory in the evenings (Trophy Bouts), but optional during the rest of the day. Unlike typical "battles," the winner is based on how stylishly they performed, even if their health went down first. Winners either take control of their opponent's Prized Possession, or regain their own.
Florentine gets paid based on her performance as well: the style points she accrues during bouts correlate directly to her income. This means that the player makes money not by winning, but by doing their job as a fencer.
There is no experience or leveling, and each member follows the same exact rules of combat as the player. A move's success is based both on predicting the opponent's attacks (based on current bout conditions) and successfully completing timing or button-pressing indicators that appear on the screen. Each opponent has their own set of special techniques that separates them from the others. With enough money, the player may persuade someone to teach them these techniques.
BEDROOM
Florentine's "home base" is her bedroom where she stores the trophies of other members. She also may find or purchase other nic-nacs to hoard, transforming her simple sleeping quarters into a carnival of colors. Changing techniques and saving in the journal are just a few of the things that can be done here.
CONCLUSIONS
Witnessing events (mandatory or not) may bring up "interesting" ideas that Florentine will take note of in her electronic journal. These Points of Interest all pile toward conclusions that she has yet to make. Filling in the prerequisite for conclusions can lead to bonus events that open up the story and have an effect on the ending.
GOSSIP
Collecting the best information may require gossiping. A select few members are as moral-less as Florentine and will engage in gossip about the last person, place, or thing that the player has come in contact with. (For example, if you click on a plant and then gossip with Roland, he'll give you his two cents about the local shrubbery).
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