Independent game developers may not compete with AAA studios in terms of budget, but their work tends to have a larger degree of freedom. Something that begins as a one-person project can capture that developer's vision, from the farming simulator Stardew Valley to more bizarre ideas like the fractal-based arena shooter Spaceflux. German developer Benjamin «BenStar» Kiefer's Revita is envisioned as a «fast-paced roguelite with a very, very strong emphasis on risk-reward systems.»
Among a sea of Rogue-inspired titles, Revita stands out by using its main character's health as currency. Players avoid taking damage to reach the end of each run through its procedurally generated Clocktower, but also use that health to purchase upgrades and relics. However, this wasn't always Revita's focus, and the game has gone through numerous iterations leading to its upcoming PC and Switch launch. Game Rant spoke to Keifer about Revita's history, Early Access changes, and recently announced console port.
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Work on Revita began at least six years ago when Kiefer was in high school. Though they grew up a fan of Nintendo, the achievements of Hollow Knight's small development studio Team Cherry were «probably my biggest inspiration in general.» Yet Revita wasn't Revita at first blush; the game was originally called Arrow Dynamic, utilizing the same «child trying to climb a tower» conceit but centered around aiming a bow and arrow.
«I was working on the idea for a while,» Kiefer said. «But as it is when you're new to any kind of creative endeavor, it's hard to keep to one idea.» After becoming unhappy with it, Arrow Dynamic was scrapped in favor of a close-combat game
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