Night Of Revenge -v1.0.7- -d-lis- -

Without specific details on what "-v1.0.7- -D-Lis-" refers to, one can only speculate. This could be a version of a game, a software tool, a literary work, or even a piece of art that explores themes of revenge. The inclusion of a version number suggests a digital or evolving work, possibly one that has been updated or iterated upon to explore different facets of revenge.

public class EchoUI : MonoBehaviour 
    public Image revengeMeterImage; // radial fill
    public Sprite[] typeIcons; // 0‑Standard,1‑Frenzy,2‑Boss
public void Initialize(EchoData data) 
        revengeMeterImage.fillAmount = data.RevengeMeter;
        GetComponent<Image>().sprite = typeIcons[(int)data.Type];
public void UpdateMeter(float pct) 
        revengeMeterImage.fillAmount = pct;

There is no beating around the bush: the selling point of this game is the art. D-Lis has established a reputation for incredibly smooth, high-framerate sprite work, and v1.0.7 is the culmination of that craft. Night Of Revenge -v1.0.7- -D-Lis-

| Action | Effect | |--------|--------| | Attack Echo | Normal damage; can also use the new “Purify” skill (cooldown = 20 s, 3‑second channel). | | Purify | Instantly destroys the Echo and removes 30% of the Revenge Meter from all other Echoes. | | Evade | Sprint/roll to increase distance → Revenge Meter passively drains. | | Combo Kill | Increases player score multiplier +1 per Echo currently active (risk‑reward). | Without specific details on what "-v1

| Goal | How “Echoes of Vengeance” satisfies it | |------|----------------------------------------| | Strategic depth | 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). | There is no beating around the bush: the