| Trigger | Conditions | Result | |---------|------------|--------| | Enemy killed by player | • Player killed ≤ 3 enemies within last 10 s kills a Boss | Spawn Standard Echo at death location. | | Player reaches “Killing Frenzy” (≥ 7 kills in 15 s) | – | Spawn Frenzy Echo (faster, less HP). | | Player uses “Purify” on an Echo | – | Echo is destroyed, resetting its Revenge Meter. |
Falling in battle triggers distinct capture or defeat scenarios tied to the specific enemy type that overcame the player.
public void DecayRevenge(float amount) Data.RevengeMeter = Mathf.Max(0f, Data.RevengeMeter - amount); GetComponent<EchoUI>().UpdateMeter(Data.RevengeMeter);
For all its brilliance, Night Of Revenge is not without flaws, many of which are common in solo-developed projects:
For more information or to follow the developer, you can visit their official social media accounts:
The game is primarily distributed through the developer's support pages on platforms like Ci-en and Patreon. It is crucial to ensure that any download comes from a trusted source, as unofficial mirror sites exist.
| Goal | How “Echoes of Vengeance” satisfies it | |------|----------------------------------------| | | Players must decide whether to push a killing spree or retreat to let Echoes dissipate. | | Narrative reinforcement | The world feels alive—every act of violence leaves a lingering memory, echoing the game’s revenge theme. | | Replayability | Echo spawn patterns are procedurally varied (different enemy types, locations, and timing). | | Clear visual language | Echoes use a distinct shader (ghostly outline, flickering aura) and a subtle UI meter, so players instantly recognize the threat. | | Balance | Echoes start weak, scale with player aggression, and can be “cleansed” via a limited “Purify” ability (cooldown‑based). |