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 nine people (three voice actors, one of them is also the tester, four developers/programmers, 2 designers, 1 tester who's also voicing some lines) , 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, here are the branching paths:

Main Game

 * Stage 2 Part 2 - ends in a Three-Way-Fracture
 * Stage 3 Part 3 - You fight Stella at the end of the branch you picked.
 * Stage 4 Part 2 - ends in a Four-Way-Fracture
 * Stage 5 Part 1 - ends normally, merges to one path in Part 2
 * Stage 6 Part 1 - ends in another predetermined choice to stay in your current path, or to switch to the other path, either way, Part 2 will start
 * Stage 6 Part 2 - Continuation of Part 1, ends in a Three-Way Fracture

Flynn Side-Mission

 * Stage 2 Part 3 - ends with the boss fight with the "Ball Offender"

Game Modes

 * Normal Game
 * Main Mission - Has 12 Stages focusing on the main story, you can either begin from the Beginning, or a later stage, from Stage 2, to 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 - 3
 * Eric - like Kenny, except with more health, and also can move around
 * Weapon - Pistol
 * Health - 6
 * Tonma - a swordsman
 * Weapon - Sword (close range attack)
 * Health - 5
 * Rocky - a buff military man, who would blast with rockets
 * Weapon - RPG-7
 * Health - 20

Bosses
click here to see bosses

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 and four sides to defend yourself from respectively (although there are one instance of a Six-Way Fracture, and two instances of Eight-Way Fracures, both in the Main game's Final Stage), 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 Strike hits the barricade and/or is on a different side from the Critical Strike, the barricade will take 1/4 sheild unit of damage.

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

Main Game

 * Stage 1 Area 1 (Three Way Fracture) - mid-stage
 * Condition: Defeat the Wasps of Doom
 * Weapons: Standard
 * Barricade Endurance: N/A
 * Time Limit: Based on set time limit
 * Failure Penalty: Failure is impossible, even though the Wasps can damage you by Critical Strike
 * Stage 1 Area 3 (Three Way Fracture) - beginning
 * Condition: Defeat the Gangsters
 * Weapons: Handgun only
 * Barricade Endurance: 2 Shield Units
 * Time Limit: 30 Seconds (Running out of time will take out one life, but does nothing to the barricade)
 * Failure penalty: 90,000 points
 * Stage 2 Part 2 (Three-Way Fracture) - just after your path...
 * Condition: Protect Yourself
 * Weapons: Standard
 * Barricade Endurance: 3 Shield Units
 * Time Limit: 60 seconds (Survive for 60 seconds, the Fracture is a success time runs out)
 * Failure Penalty: 90,000 points
 * Stage 3 Part 1 (Four Way Fracture) - mid-stage
 * Condition: Protect Yourself
 * Weapons: Gatling Gun
 * Barricade Endurance: 4 Shield units
 * Time Limit: 80 seconds (Survive for 80 seconds, the Fracture is a success if time runs out)
 * Stage 4 Part 2 (Four Way Fracture)
 * Condition: Defeat all enemies
 * Weapons: Standard
 * Barricade Endurance: 3 Shield units
 * Time Limit: No time limit
 * Stage 5 Part 1 (Three Way Fracture)
 * Condition: TBA
 * Weapons: Standard
 * Barricade Endurance: TBA

Extra Missions
See the Challenge Mode

Desperation Events
Desperation Events are like Crisis Events from Time Crisis 5, there are three types


 * Single-Evade: press the correct side switch button, take too long and/or press the wrong side switch button causes a failure
 * Multi-Evade: you have a few seconds to do a sequence of left and right using the cover switching binds, usually it's a command of six or eight

Weapons
you can equip up to four weapons in your playthrough (your main weapon with infinite ammo and three secondary weapons with limited ammo), there are three ways to regain non-main weapon ammo,
 * Handgun - The only weapon available in the SAGE 23' Demo, also your main weapon
 * Max Ammo at once - 12 (Infinite Ammo, but needs to be reloaded once those twelve bullets are spent)
 * Damage - 6
 * Attack type - Like the normal handgun from most light gun games
 * Shotgun (Blast)
 * Initial Ammo - 10
 * Maximum - 5
 * Maximum Ammo - 99
 * Damage - 15
 * Attack Type - One medium blast
 * Uzi
 * Initial Ammo - 100
 * Maximum Ammo - 999
 * Magazine Count - 30
 * Damage - 2
 * Attack Type - Rapid (shoots one bullet every 0.0625 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 Launcher
 * Initial Ammo - 3
 * Maximum Ammo - 9
 * Damage - 20
 * Attack Type - Small Explosion (same with RPG-7, but the radius is smaller)
 * Lazer Gun
 * Maximum Ammo - 99 (recharges 1 ammo every 5 seconds)
 * Starting Ammo - 20
 * Damage - 5 (uncharged) 10 (partially charged) 30 (fully charged)
 * Attack Type - Chargable (uncharged shots will consume 1 ammo, partially charged ones will consume 2 ammo, and fully charged ones will consume 5 ammo)
 * Slingshot - Weak, but still capable of averting the apocalypse
 * Maximum Ammo - 999
 * Starting Ammo - 100
 * Damage - 2
 * Attack Type - like the handgun, but with slight delay (132ms per shot)

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 (only in the SAGE 23' demo) 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
 * Difficulty: sets how often enemies will let out a "Critical Strike"
 * Maximum Lives: how much lives you can have, can be set between three to nine lives (defualt is 9)
 * Minimum Setting: 3
 * Maximum Setting: 99 (can be unlocked with a cheat code) 9 (by default)
 * Default Setting: 9
 * Timer: sets how much time you are given, has eleven options (40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90, 95 and 99, in short, you can adjust between 40 and 99 seconds, the options are increasements of 5 seconds)
 * Continues -
 * Infinite (default)
 * Limited - depends on how many Credits set.
 * Disabled - No continues at all
 * Credits - sets how many continues, from 1 Credit, to 30 Credits.
 * 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
 * Noob - lose 1,000,000 points, no life penalty
 * Lenient - you only lose one life, the timer resets
 * Strict - you lose all your lives
 * Rank Lives - toggles extra lives by getting good ranks
 * Inverted Reload - Release the Reload button to Reload and Take cover, Disabled by Default

Light-Gun Exclusive options

 * Reload Type - changes how you reload/hide
 * Default - use a button/pedal
 * Sega - Point out of the screen

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 - 1000 points
 * Combo (0-5 hits) - 0 points
 * Combo (every hit between 6-25 hits) - 100 points
 * Combo (every hit between 25-50 hits) - 200 points
 * Combo (every hit between 51-100 hits) - 400 points
 * Combo (every hit after the 100th hit) - 800 points
 * Side Attack - 1000 points per side attack
 * every subsequent side attack in the same combo meter will increase the 1000 points with increasements of 100 (until it's now giving 5000 points per side attack)
 * Losing you combo will also reset this combo back to it's initial score it gives.
 * Enemy Headshot - 10,000 points
 * "Return" Shot - 50,000 points
 * Civilian Saved - 20,000 points, there is a 10% chance your Extra Life meter can be increased by 25%
 * Shoot a Civilian - lose 50,000 points and one life unit (half a life unit if you have three lives or less)
 * Shot an Ally - just lose 2,000 points per shot
 * Use a continue - lose 1 point
 * Extra Life (getting one while having lives maxed out) - 10,000 points
 * Every spare second - 10 points per 0.01 second
 * Spare Life Bonus - 5000 for a half unit of life, 10000 for a whole unit of life, finishing the stage with only one life (or a single half unit of life with no other lives) will grant nothing, meaning, maximum bonus is 80,000 points (if maximum lives are set to "9" and you have 9 lives)
 * Peppino Bonus (Keeping the combo without breaking it throughout the entire stage) - 100,000 points
 * No Damage Bonus (Normal Stage) - 100,000 points
 * Each non-handgun weapon bullet more than starting ammo (you can only have three secondary weapons in one playthrough)
 * Uzi - 50pts
 * Shotgun (both Blast and Spread) - 250pts
 * RPG-7 - 5000pts
 * Grenade Launcher - 2500pts
 * Minigun - 100pts
 * Laser Gun - 200pts
 * Slingshot - 500pts
 * Final Stage Clear Bonuses
 * No Damage/Continues
 * Unharmed (No Damage for the entire run) - 10,000,000 points
 * Good Endurance (No Continues for the entire run) - 2,500,000 points
 * Hand-Gun only - 2,000,000 points
 * All Civilians Saved - 5,000,000 points

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 weeks to make a mod out of this game, but the results are also more effortful.

Minimum

 * Storage: 798 MB free
 * RAM: atleast 3 GB usable

Recommended

 * Storage 1.3 GB free
 * RAM: atleast 6 GB usable

Overall

 * 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, successfully filling it will net you an extra life, along to resetting the said bar to 0%, both methods of extra lives.
 * Adjustable Censorship: There's a "Censorship" option, which mute out swear words, actually four options of it:
 * Based (no censorship)
 * Wuss (extreme swear words are censored, but moderate and mild swear words remain)
 * Snowflake (only mild swear words remain)
 * Karen (no swear words, at all)
 * 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 Part with a 1/2 life unit (or get an extra life with the said half-unit), that 1/2 life unit becomes a whole life unit again
 * Taking damage will pause the Combo meter, unlike the Time Crisis games that has it.
 * You don't have to actually hide to reload, you just reload the instant you press that reload button.
 * Cutscene: In-Engine
 * Difficulty By Platform: yep, difficulty by platform in this case, but in the Android and iOS version, Critical Strikes (or Projectiles rather) are 20-30% slower in the said Android version., just to give the player more reaction time for it's controls (a standard Critical Strike from 5 meters away reaches you in 301ms in the said versions, as opposed to 232ms elsewhere)
 * Difficult, But Awesome:
 * If you're either lucky, or accurate as hell, you can actually SHOOT A CRITICAL STRIKE (specifically red bullets that can damage you) OFF, SHOOTING IT BACK TO THE ONE WHO SHOT IT, doing this will trigger a "Return To Sender" shot, which grants a crazy amount of points.
 * Easy Mode Mockery: If you beat the final stage of the Normal game, and with the difficulty at "Rookie", you are given a Bad Ending where Dr. Bionyte sets off the apocalypse, and the apocalypse will end up spreading, it happens no matter unless you play on a harder difficulty (Anything, just don't play on the Rookie Difficulty), the only ending you can get other than that, is a joke ending, triggered if you finish the game with 69 damages taken.
 * 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)
 * Pyroxol is this to Magician, both have an attack to dash towards you for a slap, both having a barrage of fireballs, etc.
 * 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, if it's enabled, doing good enough will also net you life bonus.
 * D-
 * D
 * D+
 * C-
 * C
 * C+
 * B-
 * B
 * B+
 * A- (one bonus life)
 * A (one bonus life)
 * A+ (one bonus life)
 * S- (one bonus life)
 * S (one bonus life)
 * S+ (two bonus lives)
 * X- (two bonus lives)
 * X (two bonus lives)
 * X+ (two bonus lives + 100,000 points)
 * Good Bad Bugs: You can spam switching sides, which is helpful in one of Pyroxol's attacks where he launches multiple fireballs up in the air to fall on you, in which no fireballs cover what's in-between (and you can cover, meaning reloading will just mean you reload your weapon), you can exploit this bug to avoid them entirely, this exploit is made even better at the fact that the combo meter goes back to full each time you switch sides, but this one actually HAS a downside: you are not invincible, meaning that if you get hit by an unrelated hazard that can hurt you, you will still take damage
 * 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.
 * Joke Item: Slingshot
 * Last Chancer Hit Point:
 * Once you have the Barricade Endurance Emptied, one more critical projectile/damage and it's over.
 * If you fail a desperation event, and/or take normal damage while having the Kenny costume, both with one life remaining, you instead lose half of the said life unit instead of losing it entirely.
 * Jocker is invincible the moment his health bar is emptied (but you can still shoot him for more points and keeping your combo), only to throw a van at you, a la Virtua Cop 2
 * 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
 * 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.
 * Retraux: The game's graphics quality resembles that of PlayStation 2 games from 2006-2008, albeit with more realistic physics.
 * Revenge: The reason why Stella did a Heel-Face turn, to avenge her boyfriend, Eldwin.
 * Shoot The Bullet: Unlike the other Time Crisis clones, you can ACTUALLY SHOOT THE CRITICAL BULLET BACK TO THE SHOOTER. (see Difficult, But Awesome above)
 * 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.
 * The Multi-Way Fracture gimmick is named after the Friday Night Funkin' song "Four-Way Fracture", in fact, the four-side version of this gimmick is ACTUALLY CALLED Four-Way Fracture!
 * There is a "Peppino Bonus" that you can get by clearing the stage without breaking your combo ever in the said stage, this is named after Peppino from Pizza Tower, meeting S rank requirements and not breaking your combo in Pizza Tower will grant you a P rank.
 * Jocker throws a van at you as a last resort, similarly to how Bobbie Louise does it from
 * Video Game Demake: A Sega Dreamcast Demake is planned, with the graphics having similar Quality with Time Crisis: Project Titan

Main Game

 * Almost Dead Guy: Eldwin is this after his defeat in Stage 9 of the main game
 * Multiple Endings: TBA
 * Good Ending (Kill): Sofi ends up killing her uncle, aka the main antagonist Dr.Bionyte, the Apocalypse is cancelled
 * Good Ending (Spare): Sofi ends up sparing Dr.Bionyte, and she disarmed him, the apocalypse is cancelled
 * Bad Ending (Disarm Failure): If Sofi spares Dr.Bionyte, but fails to disarms him, he will trigger the apocalypse
 * 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 (Rookie Difficulty): Dr.Bionyte had already escape, the apocalypse is triggered....
 * Joke Ending (take damage 69 times in that playthrough, the damages you take must be at "69" only): Dr. Bionyte flies to space, flies to the sun, killing himself, but the world is saved

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)