BLUE REVOLVER is a fresh new shoot-em-up built for newcomers and psychos alike. An adaptive difficulty system tailors the game to your skill level as you fight and flourish to evade the maniac environmental force, "Blue Revolver"!
Hi there!
The v1.1 Summer Update is now live and available for play! Included are leaderboards/replays, the BREAK Guide, an experimental weapon mode, balance tweaks and more.
You can read more about the update here: http://bluerevolvergame.com/summer2017/
Summary of changes:
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[b]Leaderboards / Replays[/b]
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[*] Replay functionality available. The game will prompt you to save a replay upon finishing a run.
[*] Leaderboard functionality available through Steam. You can upload your score to the leaderboards alongside saving a replay.
[*] Note that using the "Continue" function will disable replays and leaderboard upload for that run.
[*] Note: Due to technical reasons, replay and leaderboard functionality is Windows-only.
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[b]Weapon Changes[/b]
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[*] Increased the unfocused damage for both Wide shot types.
[*] Increased damage across the board for Variable shot types.
[*] Improved the handling for Val Variable shot type.
[*] The unfocused player speed is now slightly modified according to the shot type selected. Power shot is unaffected. (Power > Variable > Wide)
[*] Val's Hyper Laser is now a powerful single-shot beam with splash damage. Versatile and powerful, but inefficient.
[*] Change to scoring mechanics for Defense weapons: Flourish mode activates as soon as the button is pushed, flourish drains slower while defense weapons are active.
[*] Cluster Missiles now deal damage more consistently over their area of effect.
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[b]Dynamic Difficulty Adjustments (Hyper Mode Only)[/b]
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[*] Upon hitting Rank Level 5, the bar will drain instead of increase, until the player is back at Level 4.
[*] The drain rate is affected by the number of lives in stock - less lives, less time in Level 5.
[*] Dying at Level 4 or 5 will reduce rank to Level 3.
[*] Dying at Level 3 or under will reduce rank to Level 1.
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[b]Experimental Weapon Mode[/b]
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[*] Experimental Weapon mode is available! You have no bombs and a weak main gun, but access to 3 new special weapons.
[*] Each special weapon can be purchased in the Unlocks menu.
[*] Scrap Option - The shotgun-like explosive options from "Experimental Weapon". Excellent screen coverage.
[*] Plasma Blade - Val's short-range, fast-firing variant of the Plasma Lancer. Great efficiency.
[*] Junk Cannon - Fires streams of sticky, damaging junk data. Massive damage.
[*] Ammo refills slowly on its own - collecting score items will also refill it.
[*] Game difficulty locked to Hyper mode.
[*] Score items are harder to collect.
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[b]Break Guide[/b]
Break Guide is available in the Extras menu! You can now view a short clip of each break bonus being performed.
[b]The Small Stuff[/b]
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[*] Kiosk mode is now a command-line switch (-kiosk) instead of a gameplay option.
[*] Lowered the draw priority of special weapon projectiles. This should lower the number of cases where they are drawn over enemy bullets.
[*] Fixed a bug where the “bomber” enemy in stage 2 does something very strange when it leaves.
[*] Changed the way the main menu is drawn to make it more readable.
[*] Added “Stage Clear” text to intermission screen.
[*] Fixed a bug with the rank bar on Normal difficulty.
[*] Fixed a bug with progress achievements and the free play option.
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Summer is for STGs! Enjoy!