• HOME
  • GREAT APE GAMES
  • FIRESPRITE
  • TT GAMES
  • INDIE
  • UNREAL / PERSONAL
  • SOCIAL
  • HOME
  • GREAT APE GAMES
  • FIRESPRITE
  • TT GAMES
  • INDIE
  • UNREAL / PERSONAL
  • SOCIAL

FEMO is a Multiplayer game with Stealth mechanics. The game would have featured four modes with varying players and objectives; that center around them trying to hack terminals to boost an invisibility shield. The players need to avoid guards and eachother whilst trying to divert the guards onto their opponents with spy-tech; tools and gadgets used to attract and alarm. 

Originally, the game planned to have 4 game co-op / competitive multiplayer game modes. It currently has one - Hack and Hide. In this mode, by standing near a computer with a green monitor; the player can hack the terminal to reduce their awareness to the guards. This would have been eventually represented by an invisibility cloak. This mode is last player standing.


In addition I wanted the game to have these modes:

  • Safe Escape (Co-op) - The players work co-operatively to extract a safe from a secured floor. Both players are required to lift the safe but make a lot of noise in the process, as such, teamwork is a necessity to get out with the safe. Loud or quiet - extract the safe at all costs... including your teammates.
  • A View to a Catch - Players compete against eachother to put the spotlight on their opponent. Each player is invisible, they remain invisible until one of their opponents drains it by pointing a security camera at them. The players can access security cameras at any terminal. However, operating a terminal makes it more likely you'll be caught also as you'll be stood still. Once revealed, all is not lost as you'll be able to regain your invisibility after a brief period without being seen.
  • For Your Eyes Only (Co-op) - Players take on the roles of the guards as they attempt to catch the spies. The catch is that the guards can only see spies of a certain colour and will only be able to eliminate others of a different colour. For example, in a 2 player game, one player will be able to see red spies, but only eliminate green spies. There is no way to mark the spies so players will have to communicate efficiently to inform eachother how close they are to the spies. If the players manage to hack enough files at terminals or the guards run out of time - its game over.

Early Layout was too small and you could get trapped quite easily. 

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