Lievnu

DISCLAIMER: THIS IS A FANON SAGE ENTRY IDEA, AND IT WOULD MOST LIKELY WON'T BE REAL

Lievnu (stylized as "LIEVNU") is a Pre-Apocalypse lightgun game that has Time Crisis and The House Of The Dead as it's biggest inspirations, it is made by a group of six people, the game was first presented at the SAGE 23' Expo Trailer

Main Game
The game follows a girl in her late-teens named Sophie "Sofi" Garcia, who has found out of the apocalypse by announcement, she randomly finds a handgun, and she sets for a quest to prevent this apocalypse

Gameplay
Lievnu is a lightgun game that uses three action buttons/commands, two will make the player switch sides (a la Time Crisis 5), one will allow the player to reload (and hide as well, since this is a Time Crisis clone), and one weapon switch button (only works if the the "Switch Method" option is set to "Modern").

Basics
The player has to shoot all the enemies on-screen (although some can escape), the player can switch sides, and the player reloads by pressing a reload button (on PC), in which makes your character take cover as well.

Cover and Sides
The player can take cover by simply reloading, like the Time Crisis series, the player can also switch sides a la Time Crisis 5, which can catch enemies off guard and awards bonus points, unlike Time Crisis 5 however, the player is vulnerable to hazards while switching sides (like the One Point Wonder Franchise beginning with One Point Wonder: Atrocity), as compensation however, you switch sides faster (Lievnu took you 183ms to switch sides, while Time Crisis 5 took almost a 400-600ms to switch sides, on Normal covers that are not vehicles)

Branching Paths
Some stages have two paths, and the choice is done a la House Of The Dead III, if you don't decide after the 10 seconds are up, the choice is done by random, one route is easier, one route is harder...., the harder route would be more dangerous, but it would allow potential for higher score as there are more enemies you encounter in the said route, in some stages, you fight the boss in that said path, in others, you go back to one path point and fight the boss there.

Game Modes

 * Normal Game
 * Main Mission - Has 12 Stages focusing on the main story, you can either begin from the Beginning, from Stage 5, or from Stage 9.
 * Lore Mode - Mixes both Flynn and Arcade modes, here are the stages in total
 * Flynn Stage 1
 * Main Stage 1
 * Main Stage 2
 * Flynn Stage 2
 * Main Stage 3
 * Flynn Stage 3
 * Linka Stage 1
 * Flynn Stage 4
 * Main Stage 4
 * Main Stage 5
 * Main Stage 6
 * Linka Stage 2
 * Main Stage 7
 * Flynn Stage 5
 * Main Stage 8
 * Flynn Stage 6
 * Main Stage 9
 * Main Stage 10
 * Main Stage 11
 * Main Stage 12/Final
 * Flynn Mode - Play as Flynn, in this six-stage side-story
 * Linka Mode - In this Villain mode, you play as Linka, one of the bosses in this short two-stage campaign.
 * Online Game - You need internet to play this game, but you can play 2 players from different devices via internet connection
 * Challenge Mode - can you complete all 60 challenges?
 * Special Fracture - Has it's own sub-heading

Special Fracture Mode
Special Fracture is an endless game mode where you are faced with endless waves of enemies, your lives are now tied to the Barricade's Endurance Meter, taking damage from Critical Bullets and other projectiles will make you lose an entire shield unit (you begin with three shield units), after each wave, you are given a shop, you can increase your maximum shield units, and repair your barricade, with coins....

Enemies

 * Kenny - a random gangster who just shoots his pistol, not caring for his accuracy
 * Weapon - Pistol
 * Health - 1
 * Joe Mama - A Cyborg with two terminator-esque hands
 * Weapon - Cyborg Blaster
 * Health - 40
 * Woozi - skilled criminal who sports a Uzi
 * Weapon - Uzi (they fire between 6 to 10 bullets at once before reloading)
 * Health - 5
 * Bambi - The bomber
 * Weapon - Grenade
 * Health - 6
 * Klugo - A Knife Wielding acrobat
 * Weapon - Throws 1-3 knives
 * Health - 2
 * Eric - like Kenny, except with more health, and also can move around
 * Weapon - Pistol
 * Health - 4

Multi-Way Fracture
Multi-Way Fractures are like the Multi-Screen Battles from Time Crisis 4, Normally there are Three-Way and Four-Way Fractures, which means it you have three sides to defend yourself from, The player is protected by a limited barricade, and there is a certain requirement, if the barricade is destroyed by taking too much damage, you lose one more life (or if you have one life and have the Kenny costume, lose a 1/2 more life unit)

Barricade Durability
The barricade's durability is measured on shields, If the player takes damage from a critical bullet (or by a random chance if Easy Detect is disabled), the player will lose one life, as well as the barricade being damaged by 2/4 Shield Units, if another player joins via online-play, the barricade is reset to the initial maximum, if the player takes cover when the Critical Bullet hits the barricade and/or is on a different side from the Critical Bullet, the barricade will take 1/4 sheild unit of damage, if a new player joins via online mode multiplayer, the barricade durability is reset to the starting shield units regardless of how much damage is taken prior.

Instances
Standard Weapons refers to your handgun and the other weapons (maximum of three) you choose before hand.

Main Game

 * Stage 1 Area 3 (Three Way Fracture)
 * Condition: Defeat the Gangsters
 * Weapons: Handgun only
 * Barricade Endurance: 3 Shield Units
 * Time Limit: 30 Seconds (Running out of time will take out one life)
 * Failure penalty: 20,000 points
 * Stage 2 Part 2 (Three-Way Fracture)
 * Condition: Protect Yourself
 * Weapons: Standard
 * Barricade Endurance: 2 Shield Units
 * Time Limit: 60 (Survive for 60 seconds, the Fracture is a success if you survive)
 * Score Penalty when failed: 50,000 points
 * Stage 3 Part 1 (Four Way Fracture)

Extra Missions
See the Challenge Mode

Weapons
you can equip up to four weapons in your playthrough
 * Handgun - The only weapon available in the SAGE 23' Demo
 * Max Ammo - 18 (six bullets are instantly reloaded when you reload/take cover, the rest are gradually refilled at a rate of 9 bullets per second)
 * Damage - 6
 * Attack type - Like the normal handgun from most light gun games
 * Shotgun (Blast)
 * Initial Ammo - 10
 * Maximum Ammo - 99
 * Damage - 15
 * Attack Type - One medium blast
 * Machine Gun
 * Initial Ammo - 100
 * Maximum Ammo - 999
 * Damage - 3
 * Attack Type - Rapid (shoots one bullet every 0.048 seconds when held)
 * RPG-7
 * Initial Ammo - 1
 * Maximum Ammo - 9
 * Damage - 50
 * Attack Type - Explosion (can also kill multiple enemies within radius, but beware as it also kills civilians)
 * Minigun
 * Initial Ammo - 200
 * Maximum Ammo - 999
 * Damage - 1
 * Attack Type - Rapid (shoots one bullet every 0.025 second when held)
 * Grenade
 * Initial Ammo - 3
 * Maximum Ammo - 25
 * Damage - 20
 * Attack Type - Small Explosion

Life Point Meter
There exists a life point meter, if you fill it to 100%, you get an extra life, missing a shot will reduce the bar by 20%, if you actually filled it to 100%, you will get an extra life and the bar resets to 0%, taking damage and shooting civilians will reduce the bar to 0%

Game Settings

 * LIves: sets your starting lives
 * Manual: can be set between one to nine lives, however, if the maximum lives are set less than nine, then you only start the game with the said max life limit (default setting to this is three)
 * Auto: Sets your number of lives to the Maximum lives setting
 * Easy Mode: makes enemy bullets twice as unlikely to release a Critical Bullet.
 * Maximum Lives: how much lives you can have, can be set between three to nine lives (defualt is 9)
 * Timer: sets how much time you are given, has nine options (50, 55, 60, 65, 70, 75, 80, 85, 90, 95 and 99, in short, you can adjust between 50 and 99 seconds, the options are increasements of 5 seconds)
 * Easy Detect: Makes the bullets behave similarly to the second Time Crisis game (and later), enabled by default, if disabled, it will behave like the bullets from Time Crisis 1
 * Time Limit Penalty - changes the punishment you face when running out of time
 * Lenient - you only lose one life, the timer resets
 * Strict - you lose all your lives

Spare Time
Beating the section with more than 20 seconds remaining on the clock will count each second before 20 as "Spare Time" (for example, you cleared a section with 64.3 seconds on the clock, 44.3 seconds will be counted as spare time)

Scoring

 * Normal Hit - 500 points
 * Combo (0-5 hits) - 0 points
 * Combo (every hit between 6-25 hits) - 50 points
 * Combo (every hit between 26-50 hits) - 100 points
 * Combo (every hit between 51-100 hits) - 200 points
 * Combo (every hit after the 101st hit) - 400 points
 * Side Attack - 400 points per side attack
 * Enemy Headshot - 5000 points
 * Civilian Saved - 2500 points
 * Shoot a Civilian - lose 2000 points and one life unit (half a life unit if you have three lives or less)
 * Shot an Ally - just lose 100 points per shot
 * Each Continue used - 1 point
 * Extra Life (getting one while having lives maxed out) - 10,000 points
 * Every spare second - 10 points per 0.1 second

General

 * The Demo only had three stages (two from the normal game, and one from the Flynn mode)
 * You're only stuck with the handgun no matter what in the SAGE demo.

Trivia

 * It's the first SAGE entry to be a light-gun game
 * The only way to play 2 players without online mode is by Dual-Wield mode.
 * Lievnu is often considered "The "Friday Night Funkin'" of Light Gun games" due to the game being open-source, but unlike Rhythm games, where they're easy to make, Lightgun games are more complex, so, even with good skill, it would take

Tropes

 * 1-Up: There are two ways of getting more lives, by getting good grades by the end of stages (getting an A- or better will net you one life), or filling your "Life points" meter, where you shoot enemies to fill it up, miss a shot however and the bar decreases (you lose 20 life points per missed shot).
 * Anti-Frustration Features
 * If it can be damaged, vehicles won't take away life points if you shoot them, although it does not add up to your life points.
 * there is an option called the "Easy Detect", which makes the bullets act like in the second Time Crisis game (and onward), where the bullets that does nothing are yellow, while the ones that will definitely hit the player are in red, complete with an effect that is triggers on the attacker's hand/gun/turret/whatever, it's on by default, when turned off, the bullets are like the ones from Time Crisis 1, where the bullet had a random chance of damaging you.
 * If you end the stage with a 1/2 life unit, that 1/2 life unit becomes a whole life unit again
 * Almost Dead Guy: Eldwin is this after his defeat in Stage 9
 * Easy Mode Mockery: If you beat the final stage of the Normal game, and with Easy Mode enabled, you are given a Bad Ending where Dr. Bionyte sets off the apocalypse, and the apocalypse will end up spreading, it happens no matter what if this was enabled.
 * Expy
 * Sofi is basically if Lisa from Ghoul Panic (as a human) was in her late-teens
 * Eldwin is very similar to Charles from Zombie Raid, same blonde hair, both being skinny, and had been blasted to the stomach, only to revive as a brainwashed monster, except, Charles ends up completely corrupted, while Eldwin turns back after his defeat (but also before his death)
 * Gameplay Grading: after each stage in the Main, Flynn and Linka modes, you are graded on how many seconds you saved, how good is your accuracy, how many side attacks you did, and how many civilians are saved, and these will calculate your "Execution" rating, from "D-" to "S+"
 * Hostage Spirit-Link: Two versions, shooting civilians will actually make you lose life (or a half-life unit if you have three lives or less), while shooting allies (like Flynn, Karl, etc.) won't kill them, but you simply lose score.
 * Last Chancer Hit Point: Once you have the Barricade Endurance Emptied, one more critical projectile/damage and it's over.
 * Luke, I Am Your Father: Downplayed, Dr. Bionyte (real name: Christopher Evuls), is Sophia's uncle, revealed in the last event
 * Mooks, but no Bosses: the Linka sub-story, justified, since you're one of the villains, and most of the bosses are your allies.
 * Multiple Endings: TBA
 * Good Ending (Kill): Sofi ends up killing her
 * Good Ending (Spare):
 * Bad Ending (Disarm Failure):
 * Bad Ending (Sophia Dies): Dr.Bionyte manage to shoot Sofi with a severe enough injury, he leaves her to die, and he triggers the apocalypse
 * Bad Ending (Easy Mode):
 * No Celebrities were harmed: One of the bosses, "Linka" looks very similar to Sssniperwolf.
 * No Point of Continues: Once you get to the Final Target event, you can't continue, if you have limited continues, your remaining continues are converted for points (500,000 each remaining continue)
 * Pinball Scoring: in the increasements of 10, and normally in the increasements of hundreds.
 * Player Death Is Dramatic: The Game Over screen would be very similar to the ones from the first two House of the Dead games.
 * Shout-Out
 * The game over screen (on all modes except Challenge, and Special Fracture modes, where the former had a simple "Fail" screen, while the latter had the barricade being destroyed and Sofi fleeing) shows your character collapsing on the ground like the first two House Of The Dead games.

YMMV

 * That One Attack: there's a chance Linka just stands in there, aims her sniper, and shoots, with a different purple critical bullet (it can't be turned off, you'll need to have difference with this purple critical bullet), the good news, the bullet is 2x slower than the regular critical bullet, bad news, once you get hit, you lose all your lives, regardless of how much lives you have prior (unless you have the Kenny costume, in which case. reduces you to a single-half life unit, implying that you have more than one life)