REVO v0.40.0: Recharge Update

Knowing what’s ahead can give you a fair shot at success while not having long to react can be very exciting. In this update, I attempt to achieve both.

Charge Ups

Main goal of this update was to improve the way enemies telegraphed their attacks so that players could more naturally anticipate and react. This is a pretty common way for video games to offer a more fair and fun experience. While many games in the shoot em up genre strongly encourage or even require memorization, especially in the spirit of classic coin guzzling arcades, REVO seeks to deliver a more sporting fight.

To this end, I’ve focused a lot of attention on enemy attack charge up effects. I’ve made them bigger and brighter (yes, MORE GLOW!), plus I’ve adjusted timing so that some turrets give you more warning that they’re about to fire. Every fraction of a second helps and it turns what used to seem like an unexpected risk into more of a daring challenge.

Balance & Bug Fixes

Various other changes were made to either balance against these adjustments or fix bugs that involved these sort of charge up behaviors. For example, I’ve increased the deadliness of enemies that just warned you of their intentions. I’ve also taken on general enemy attack issues and improvements.

Want more detail on changes to the game? See the REVO Change Log.

Sporting Chance

If you’re up for a sporting chance in a space fight, please be sure you’re signed up to playtest and give me some feedback. It’s the very best way to support the project right now as I attempt to complete the game. And if you don’t have good experience with shoot em ups, that’s great! I need fresh perspectives and a chance to see how well the game teaches people how to play.


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