DOUBLE ACTION : The (Final) Changelog

After a good while to think, I think this represents the best possible answer. Overhauling an existing work is difficult – you want to strive for elegance and refinement, as well as perhaps a little novelty, but without sanding away the game’s core identity – – and a game’s core identity is often its roughest edges.

This is a game about using resources to break things. It’s also a fairly “complete package”. I chose to double-down on those qualities, rather than try to rejig the whole thing into a super-balanced stoic game.

Some of the ideas I originally had were bad, unworkable or pointless. Some of those ideas directly contradicted the original design of the game. Others, I would rather pursue in a different work. Some of the changes here are very small, perhaps only intended for a single person – that is our thanks to the players. Others are little experiments for the sake of future work.

After so long, peoples’ expectations are probably all over the place. There’s not much I can do about that at this point. All I can do is move forward, aim higher, and work on new things, which I painfully want to do.

But ultimately, I just want this to be the best possible version of our game.

I hope you enjoy BLUE REVOLVER DOUBLE ACTION.

– danbo, game designer/programmer

About DOUBLE ACTION

BLUE REVOLVER DOUBLE ACTION is a free update for all players.

BRDA will be available on Steam, itch.io and Humble.

(Please note that while we are no longer accepting Humble purchases, owners on Humble will receive this and any future updates)

At time of press, there is no console or mobile version.

The old version of the game will still be available wherever possible. (This version uses a different save file and config file.)

Thanks to all our public beta test players. Your input has improved the work and soothed my worries a little.

Post-launch updates

Core Gameplay

Added more playable options – both in the direct sense of a new player character, as well as making less attractive weapon options more attractive. Also slightly rejigged bomb mechanics.

Stages, Enemies, Bosses

Small adjustments to almost all bullet patterns – while some of them have been replaced entirely. A new pattern intensity “ramp-up” system. Reworked stage 5. Altered a few break bonuses to be less fiddly.

Missions

Sorted missions visibly into tiers. Score tracking brings scoring back to the forefront, because that’s what BR is. Some new missions with novel concepts and bosses.

Difficulty

Hyper mode is easier, and Parallel mode is less forgiving while still being generous with scoring resources.

Scoring

Fixed some long-standing bugs and issues with scoring, added some incentives to not speedkill everything with special, higher value bullet cancels

XP-Mode

What could XP stand for…? Experimental Project? Experimental Projectile? Is it a play on “experience” since scoring levels you up? I can’t answer these questions for you. This mode is a new take on our game where scoring is more important than ever, the weapons are hard to use, and there’s less resource management.

HUD / Gadgets

A few HUD tweaks and some total information-overload gadgets for the side of the screen.

Online Functionality / Replays

Enabled replays/leaderboards for all platforms, replays respect the new framerate options.

Unlockables/Progression

A few new unlockables, tweaked the shop system to offer a little long-term interest – with a goal for hardcore completionists.

Options/Accessibility

Massively improved the look and feel of menus – which is good because there are a ton of new options, such as 120hz framerate!

Extras

Bits and pieces.

Polish/Misc

Polishing a few of the less-charming rough edges here and there. Adding a few more effects and visual flourishes.

System

Improved performance, updated framework, new font, some tiny tweaks.

That’s it.

Good luck out there.

Learn lessons, but don’t collect regrets.