Inspired by the legendary Hotline Miami, R for Redemption cranks up the action with breakneck gunplay and brutal melee combat. Clear out hordes of enemies before they clear YOU out. With permadeath on the line, every second counts.
#R for Revenge
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Announcing My New Game: R for Redemption
Greetings! I'm thrilled to officially announce my new game project - R for Redemption. This top down shooter/brawler hybrid has been months in the making and I think it has real potential.
Inspired by the legendary Hotline Miami, R for Redemption cranks up the action with breakneck gunplay and brutal melee combat. Clear out hordes of enemies before they clear YOU out. With permadeath on the line, every second counts.
Here's a sneak peek at some implemented gameplay so far:
❤️ Intuitive keyboard/gamepad movement gives you full control of the arena. Strafe, turn, and pull off precise maneuvers amidst the bullet chaos.
❤️ Dash with style, leaving enemies in the dust. But make sure you have a plan, because the dash meter wasn't infinite.
❤️ Get up close and personal with punching. Fighting them like a gorilla sure will save you some ammo, but expose you to damage. Risk reward!
I recently finished the sprite art for the main character, Ryan. Wearing a penguin hat and gripping a pistol, Ryan's gritty pixel art sets the tone for this tale of a hitman seeking redemption.
R for Redemption is my passion project. I'll be sharing regular dev updates and would love your impressions and ideas
Stay tuned for more details coming soon!
music by Karl Casey @ White Bat Audio
Greetings! For my second dev log update, I've been laser focused on fleshing out the core gunplay mechanics to deliver that satisfying visceral feel you'd expect from this genre. 🕵🏼
So far players can choose between a trusty sidearm for accuracy or a shotgun to wipe out crowds in close quarters. But variety is key, so I'm dedicating the next week to expanding options significantly. My goal is to create 8 distinct weapons to encourage experimentation.
Some concepts I'm excited to implement include an assault rifle for midpoint damage, an SMG variant to tear through multiple targets rapidly, and an accurate powerful handgun for players who like sniper. I also want to include rarer variants that reward exploration (like a banana gun lol). Nailing the risk vs reward of each will be a fun design challenge.
Here are some additional details I could provide about the gun system in R for Revenge:
❤️ Weapons will have fixed ammo amounts per level rather than reloading. The shotgun for example may only allow 3-4 shots before needing to find a new one.
❤️ Downed enemies drop guns and their gun might not be fully loaded
❤️ Gun customization like scopes or extended magazines could be unlockable upgrades from the skill tree over time.
❤️ Defeat bosses also drop unique weapons that players can acquire as loot on victory. Those guns will be unlocked in future gameplay.
❤️ Most importantly, I want each gun to feel satisfying to fire with responsive feedback/sound design. Visceral gunplay is a top priority!
I'm excited to continue refining the gunplay mechanics and roll out new weapon reveals in future dev logs. Let me know if you have any other questions! As always, thank you for your support and feedback so far. 👍🏼
Hello Agent,
For the third devlog of "R for Revenge", I wanted to give you all an update on one of the key skills I've been working on - the time reverse ability. 🎉
As some of you know, I took a lot of inspiration from Hotline Miami with the top-down, brutal gameplay of "R for Revenge". However, I wanted to add some unique mechanics that twist the formula and allow for more expressive and strategic player skills. That's where the idea for time reverse came from.
Players can now rewind time by 5 seconds and return their character to their previous position on the map. This opens up some really interesting possibilities for retrying risky moves or changing tactics on the fly. Players can now approach encounters in a more aggressive fashion, testing the limits without the risk of permadeath if they mess up.
Of course, time reverse isn't without its dangers. Players will need to be careful about position, reversing back into enemies didn’t seem like a good idea so careful planning is required. You can't just mash the button to automatically win fights.
I've been playtesting the skill extensively and am really happy with how it influences moment-to-moment decision making and adds another layer of strategy. Skillful use of time reverse to outmaneuver AI or retake favorable positions feels incredibly satisfying.
Let me know if you have any other questions! I'll be polishing and balancing this ability over the coming weeks. I think with further iterations, time reverse can truly set "R for Revenge" apart from other top-down action games. For the next major skill, I've been playing around with the idea of a "bullet time" mode that allows players to slow the passage of time for a brief period. More updates are coming soon! 😂
Dev Log - Weapon system part 2 🐣
Hello agent,
It's TienLee with another development log for "R for Revenge"! In the last dev log, I talked about beginning to add different weapon types to make each feel unique. I'm pleased to announce I've implemented 4 weapon types, each with 2-3 specific weapon variants. This allows for meaningful choices while greatly expanding options.
👉 The pistol type includes a standard pistol with average damage and a barrel attached pistol for steadier shot. Dual wielding is also included.
👉The shotgun type is packed with powerful weapons with multiple bullets in a single shot.
👉For assault rifles, precision shot with medium firerates is the perk you can expect from those guns.
👉Lastly, the SMG type has a high rate of fire with a high spread that can send a bullet rain to the enemy head.
👉On top of that, I added a fun secret weapon - the banana gun! What it does is a story you have to explore.
An important part of the weapon system was making each one feel unique through its specific damage, fire rates, spreads, and recoils. Things like that really help immerse the player and make strategic decisions about weapon selection meaningful. I'm thrilled with how different they all are. 👏
Let me know if you have any other questions! I'm looking forward to sharing more about progression, enemy AI, and other features in upcoming dev logs. Thanks for your support!
Dev log - Bloody deaths in R for Revenge 🧑💻
Hello agent, for this dev log I wanted to provide an update on the enemy death and gore system I have been developing for R for Revenge.
Authentic, visceral violence is an essential part of the game's identity because you can’t spell “Hotline miami” without the gruesome, bloody graphics. So I've put a lot of effort into making the various ways enemies meet their demise feel suitably brutal and gruesome. 👍
First up, I hand-painted a vast library of death sprites showing enemies falling, covering wounds or being torn apart in dozens of unique poses. Besides that I also separate the upper body and the lower body to mix and match various death positions. Now no two deaths will look the same, keeping things randomly horrific.
Blood effects have also received an overhaul. It runs, smears and coagulates on floors, weapons and the enemy themselves. When the violence occurs, blood spatter is rendered to match the fatal wound.. Nothing breaks immersion like levitating blood blobs! ✍️
Perhaps my favorite touch is some enemies attempting hopeless last gasps as they fall. Gurgles and choked final pleas help emphasize the true cost of violence. It's a darker touch but fits the gritty theme.
I'm very pleased with the progress made on the new death and gore systems💀. While there is still work to be done tweaking the balance, I'm confident these changes elevate the visceral violence to match the overall intensity of R for Revenge. Thanks as always for your continued support and feedback!
Some extra bloody photo...
Dev log - AI Behavior in R for Revenge 🤖
Hi agent, in the last dev log I shared an update on the blood and gore effects. This time, I want to discuss the improvements made to the enemy AI.
Having intelligent, responsive enemies is crucial to generating tension and providing a challenge. So I’ve been refining the way they detect, track and combat the player. 💁
Utilizing the NavMeshPlus system, patrol paths have been customized for each map area. This allows natural movement patterns to emerge. When enemies spot the player, the chase is on. They smoothly transition from patrol to pursuit, firing continuously. If line of sight breaks, they will cautiously sweep the last known location before returning to their patrol position.
In upcoming development iterations, my goal is to introduce more diversity to how different enemies behave and can be engaged. Currently there is just the patrolling guard type, but in the future there will be other enemy archetypes with distinct movement patterns like random movement. Regardless of movement style, all enemies will retain the ability to notice, chase and engage the player once aware of their presence. 😺
I'm excited to introduce these new strategic layers, where different enemy types demand distinct tactics to overcome. It should result in even more dynamic, tense encounters tuned to each level layout. Work now begins on implementing this expanded AI framework - thank you all for your patience and support as development progresses! 👏
Devlog - Slowing Down Time in crisis ⌛
Hello agent! For our intense top-down shooter "R for Revenge", survival in chaotic firefights is crucial. Players will face off against tough enemies with fast reflexes and deadly aim. But I wanted to give our main character an edge to turn the tables in dire situations and help players feel like they hold the power to manipulate time itself in the heat of battle. 🪖
Enter "Last Stand" - a passive ability that kicks in when health drops below 25%. Time seems to stop as everything slows to a crawl. Enemies move in sluggish motion while bullets fly by at a snail's pace. From their perspective, the player dodges and retaliates with inhuman speed.
This is more than just a gameplay mechanic - it’s a chance to feel like a true master of assassination! Even on the brink of defeat, the main character seizes control by bending the laws of physics. A few precious seconds are gained to seek cover, line up a perfect killshot, or plan an escape. 🏃
Testing has been intense trying to get the slow motion effect just right. It needs to be slowed down enough to be tangible, but not so slow that it removes all sense of risk. I've found that making everything else run at around 10% speed achieves that balance of enhanced perception and urgency.
Of course, Last Stand won't save the player indefinitely🌠. It only buys a few precious seconds to turn the tides. But I hope providing an epic slow motion moment to wipe out enemies will make for some memorable and cinematic gameplay sequences. Let me know what you think of this experimental new ability - any feedback is welcome as we tighten up the design. Stay tuned for more dev updates on "R for Revenge"!
I add more awareness to AI, now they can know that their fella was shot by a crazy time manipulation hitman! 🔫
Hello agent,
I’m excited to share my progress on adding a new stun mechanic to “R for Revenge”. As some of you may know, I’m going for a fast-paced, brutal top-down shooter similar to Hotline Miami. However, I want combat to require more deliberate tactics than just running in guns blazing. 💦
That's where enemy stuns come in. The player will now be able to throw every weapon they can hold to briefly stun enemies. When an enemy is stunned, they'll be shocked in place for a second or two, temporarily disabled. During this stun window, the player has a chance to sneak in some melee hits. I know I know, it kinda lacks some of the animation, maybe in the future i can hire some artist to help me with it. 🖼️
I've been playtesting the stun mechanics extensively over the past week and they're really adding another layer of strategic thinking to combat. Players now have to decide - do they go in gun blazing or try to stun an enemy from a distance first for a safer takedown? It's leading to some really tense close calls and satisfaction from perfectly timed stuns into gruesome executions. I've been putting in long hours over the past month to get these new stun and execution mechanics implemented and balanced properly. 🎁
We're nearing the end of 2023, which crept up on me fast this year working away on "R for Revenge". I want to thank you all again for your continued interest and support - it keeps me motivated as an indie developer. I hope you all have a great rest of the year filled with friends, family, and of course some awesome games. Let's make 2024 an even better one! 🦸
Talk to you again soon and as always, your feedback is greatly appreciated. Wishing you all the very best for the new year! 🆕
Hello agent,
As many of you know who are familiar with R for Revenge, timing and movement are crucial skills in these top-down action games. I wanted to add an ability that plays with expectations and creates opportunities to outwit enemies. The new skill I've been prototyping allows the player character to temporarily duplicate themselves, spawning a clone. ✖️
Here's how it works - with a tap of the button, your character will split into two identical copies for a few seconds. The clone will instantly run forward making enemies that spot it will try to engage, taking valuable time to realize it's not the real player. This distraction can be used to flank opponents, draw fire away from yourself, or slip past unseen. It really encourages players to engage in taking risks and thinking one step ahead of your confrontations. ☣️
Balancing the clone has been tricky. It needs to be convincing enough to bait enemies but not too durable that it becomes overpowered. Right now the clone only lasts for 3-5 seconds before dissipating. I'm playing around with how much health/defense it should have if attacked as well. Right now the clone is purely a distraction, baiting enemies but not posing any actual threat. But what if later in the game, the player could upgrade their skills to allow the clone to fire their currently equipped weapon? 💪
Let me know what you think of this addition! As always, feedback is highly appreciated as I work to refine mechanics and balance for the full release. I'm really excited about how this duplicate ability could add another layer of strategy to the mayhem. Stay tuned for more dev logs detailing other innovations in "R for Revenge"! ❣️
Hello agent,
Welcome back to another solo devlog for "R for Revenge"! I'm excited to share the latest updates and improvements. In this week’s update, I'll be discussing the enhancements made to the enemy reactions and the introduction of a new type of weapon - the one with silencer! 🐉
In the previous version, enemies would react to any gunshot. Additionally, they would respond to the death of any enemy, even if the kill occurred behind a wall or out of their line of sight. I felt that these behaviors needed refinement to improve realism and strategic gameplay. 🚉
In the latest update, enemies now only react if they witness or hear another enemy being taken down. This means that if you eliminate an enemy without being detected, the remaining enemies will continue with their regular patrol routes or behaviors. This change encourages players to employ careful planning. 🦸
With the introduction of this new enemy reaction system, I aimed to enhance the overall tactical gameplay experience by introducing silence weapons, including a small pistol and any other melee weapons. You, as the player, now have more control over your approach, allowing you to carefully eliminate enemies one by one without alerting the entire group. 🗡️
Thank you for joining me on this journey for "R for Revenge." I believe that the enhancements to the enemy reactions and the introduction of a more tactical gameplay element will make the game even more engaging and immersive. Stay tuned for future dev logs, where I will continue to share my progress and provide insights into the ongoing development. ⌚