Hi everyone! I'm vlvaro Marco, developer of Fluxart Studios, a small studio from Spain made up of five developers. Today I want to talk about the first game we have developed, Holfraine, the multiplayer Heroes that are now available on PS4.
Our main goal from the beginning was to develop a fun game with a ton of action to enjoy short games where players are always active. We often play games of this nature and our idea as developers was to create an experience that focused not only on the ability to navigate, but instead to create a simple learning curve where you could choose a strategy without adhering to rules that force you to fit into a specific role and achieve goals.
We want Hambraine to be based on the vision of the best players when we move away from the main players in the games, back to the classics where we have played in small teams and our participation was important throughout the game.
Holfraine is set in the not-too-distant future when resource shortages have made large companies hire mercenaries to control other planets and use their resources. One of the most important constituents of the galaxy is Holfraine mineral.
In Holfraine he will be part of a group of mercenaries with the aim of defeating the opposition in a unique game mode called All-In-One. This approach allows us to change our character at any time, and we can earn points by removing other players, securing locations or stealing drones. Our goal will be to reach the highest score before the enemy team does.
With this game mode we want to add flexibility to the standard by adding additional ways to get points, but we also want to make every game unique. To that end, we have made these events happen randomly so that the time that they appear can always be different.
The game focuses on both action and strategy and, to add more objectives to the game, we have powerful events where the player can pick up airdrops that improve their stats until they are eliminated, giving the player a very good chance. All of these features provide the potential to win for any team throughout the game and remove the element of snowball that sometimes frustrates players, as it makes the game harder to win if the score difference is large enough.
Holfraine's development has been very difficult because, while we were developing, we were analyzing other topics of the same type and we wanted to offer something new. We want the feel of the game to be the most enjoyable of all, with ten-minute games and that include endless frenetism and player action.
We encourage you to try it out with your friends and enjoy playing Hampraine. We're waiting for you!