Reprisal Greenlight Update: Today, 6 days since launch, the Greenlight status has hit 25% from being within the top 100! :D
http://steamcommunity.com/sharedfiles/filedetails/?id=141030686
To get Reprisal Green lit it needs to get way up into the top 100 within 30 days. It’s doing well but there is still a long way to go. Again a huge massive thank you to all those who have voted so far.
Please help by sprrreeeeeadddding the word! :D
New tilt-shifted A3 Reprisal Universe poster, ready for printing!
So this little chap has become an important part of the game.
Work has begun on the all important hand holding to help new players understand what to do in the game, and how to do it. This in itself has been a big job but it’s almost there.
The first two levels out of the thirty in total will be tutorials from this little guy guiding players on what to do and where to click.

You’ve probably noticed that I’m making quite a few updates recently, this is because Reprisal is in it’s last few weeks of development and the momentum is flowing! This post is a little geeky, but in a nut shell its letting you all know that the cursor has been improved again!
As you can see from the above shot, each tile of the land has it’s own hit area. Before the most current update the engine was not taking into account the exact shape of the tiles and height of them. Hence you got this kind of ‘floating’ unattached cursor. Now with this new shape mapping in place you should fine the cursor is more snappy and attached to the mouse!

Once of the biggest problems was triggering events of the tile buttons after they had been drawn, as a rollover event gets lost. The solution was to use ‘hitTestPoint’ as the buttons were being drawn with the mouse to see if it was over the drawn tile button.
Hooray, this took a lot of head scratching, on paper it seemed easy, but late at night it was a tough one to crack!
Annnnddd back in the room. The Reprisal Public beta version is back with all the updates and goodness that’s been added from the Private beta.
If you’ve not seen it for a while you can expect to find more levels, improved cursors, improved path-finding, stronger CPU tribes, 3 game save slots and also a shiny new intro with more lovely chip tunes.
Play now here! http://www.reprisaluniverse.com/beta/
Also if you wanna love Reprisal all over, you can with the help of a new FaceBook page!
http://www.facebook.com/ReprisalUniverse
Tweaked again … Hero’s V3
Reprisal Beta account
Almost there!
Just released the first batch of public beta accounts for people to play with levels. The levels will be released each week and even each day. Idea of this is so players can provide feedback on specific levels to help test. I’ve decided to do it this way for a couple of reasons. Making the full set of levels was proving tough as the only feedback was me, so this way it helps spread the load and makes sense to crowd source testing. Get one while you can, limited space in this release!

Work continues with an official full beta version just on the horizon …
New Reprisal game play video - work in progress part 2. Again music by the excellent Eric Skiff …
New build just released! Has a total of six islands which consist of Challenge mode in which your aim is to collect a ‘Totem’ and Reprisal mode which requires you to take out any other tribes that may be on the island.
Play now here: http://www.reprisaluniverse.com/playreprisal/








