





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
The demo features the game's full chapter 1 out of 6. Just head on to the game's page and click the Download button in the demo banner! https://store.steampowered.com/app/2180790 https://store.steampowered.com/app/2151850 If you want to stay up to date with the developing progress of the game, visit the dev blog where I post every weekend! https://headbangames.com/ua/devblog/ We encourage you to share your thoughts and impressions of the demo with us or on your socials.
This is a small update adding true fast travel when you finished the game. Just focus on the teleporter on the map and press the run button to teleport.
Next week we're releasing a free to play Halloween Special demo for Down Below. The demo is relatively short (about 15 minutes) and it showcase some of the game's mechanics and combat systems. The demo is built using the latest alpha build of the game. If you encounter any bugs or have any feedback regarding gameplay/mechanics, please let us know on the game's Steam community page. Note: This demo was made specially for Halloween and does not represent the final product. Enjoy playing and have a spooky Halloween! https://store.steampowered.com/app/1367050/Down_Below/
We just release Bad Pad version 1.70 In this updated we mainly worked and tweaked the player's main controls, for a better and tighter control. Here's the full list: 1. Reduced acceleration for running. 2. Added more hang time for jumps. 3. Added coyote time (allow jumping for a few additional frames after falling of a platform). 4. Updated level design to compliment the new controls. 5. Tighter controls and updated level design for submarine levels. 6. Air fans will now push you even if you're gliding. 7. Maze solution will be shown in the maze, if you visit the map room first. 8. Fixed issues with drop bash mechanic. 9. Fixed issues with wall jumps. 10. Final boss, +3 seconds delay before first attack. 11. Final boss, fixed collision issues with some projectiles and attacks. 12. Final boss, star pentagramnow moves slower and shooting spikes after a fixed time delay, instead of when close to the player.
Join us in playing Bad Pad on hard mode. https://store.steampowered.com/app/517210/Bad_Pad/
Bad Run Turbo Edition has released on Steam and we bundled it up for you with Bad Pad and an extra 20% discount. Bad Run was originally released on mobile, shortly after Bad Pad, as a free to play casual spin-off. Last year we started working on the Turbo Edition, which included many new features, content and gameplay and eventually a PC port. While Bad Pad and Bad Run share a lot in terms of visuals, design, premise and mechanics, they both offer a different gaming experience. Bad Run is focused more on casual gaming, designed for short sessions,that being said, it was not designed to be easy. If you already own Bad Pad, you can get just Bad Run TE from the bundle with the extra discount and if you don't, now is a good time to get your hands on both of them. https://store.steampowered.com/bundle/14110/Bad_Pad__Bad_Run_Turbo_Edition/
Bad Pad - One year anniversary update, is released!
Version 1.60 mainly includes updated graphics.
But also some new game elements and enemies, a few more shortcuts, some level design updates and more bugs and issues fixed.
Here are a couple of before and after screenshots, bonus points if you can count all the changes :)
P.S. Stay tuned for a hot sale coming in next week!
We are working on a special patch for the one year anniversary of releasing Bad Pad. The patch will include new and remastered graphics for over 50 game elements, new enemies that will roam the castles and more! We will release the patch as soon as it is ready and no later than the 8th of August 2019.
This is a small patch including jumping buffer for both normal and wall jumps.
This update includes a new scheme selection with 4 different keyboard/gamepad mappings, the selection screen will pop up when you start a new game. Note you can still bind your own keys/buttons in the settings screen. Lava push-up level changes: Added shadows for each of the falling rocks in the bottom of screen as a hint. Fireballs bubbles hint are now bigger. Falling rock shards will not inflict damage.
This update include a few level design and game design changes. 1. Added more shortcuts for less backtracking. 2. More saving points are now available on Hard mode. 3. Added a tell to the lightning shooting clouds, they will charge up with electricity for 1 seconds before firing. 4. Submarine levels - reduced the amount mines and cannons. 4. Submarine levels - cannons and sawblades requires less shoots to destroy. 5. Submarine levels - player's bullet size is now doubled. 6. Push-able boxes and rocks will not slide anymore after you release them. 7. A few more level design changes throughout the game.
We've been working on a new and improved version of Bad Run. The Turbo Edition will include lots of new content, levels and remastered graphics. The game is playable on any device with a browser and decent WebGL support. Gamepad support is partial at this time.
We're rounding up to v1.5 very soon! We've added a lot since we released v1.0, here's a reminder Bad Pad - Changelog. We are also working on a special edition of Bad Run. We're planning a closed alpha in February if you want to sign up to try the alpha, you can do so by subscribing to our mailing list on our website. The alpha will be playable on any device with a browser, internet access and decent WebGL support. More details are coming soon. Back to Bad Pad, here's what we got for you in the new version.
This is a small patch, including fixes for the last level and last boss fight. Plus keyboard/gamepad skip button indicator for cutscenes and a neater keyboard tutorial button image. A soundtrack DLC is coming soon, stay tuned.
This update includes a few reported bug fixes and a new built-in bug reporting service. To send a bug report, go to options screen from the main menu, click on the bug report button, fill in some text about your problem and send it. Note, that sending a bug report will also send us your save files.
The new trophy room now holds a console for depositing your collectables. Deposit all 18 collectables and you will enable cheat mode, cheats will be available when starting a new game as well. There are 10 normal cheats: 1. Refill power. 2. Set item Key. 3. Set item Bomb. 4. Set item Magnet Gloves. 5. Add a coin. 6. Open nearest closed gate. 7. Get Scuba Gear. 8. Get Glow Ability / Add +5 glow time. 9. Get Drop Bash Ability. 10. Get Dive Ability. And 2 special cheats: 1. Enable/Disable Black and White Mode - Makes the game black and white. 2. Enable/Disable God Mode - Makes you invulnerable. To use the cheats, first go into the in-game menu, now you need to enter a combination of 5 directions with your keyboard or gamepad. Here's one cheat code for you, to enable/disable Black and White mode enter: Left Right Down Right Up The other 11 combinations you will have to figure out on you own, but we'll give you this hint, all combinations starts with the 'Left' direction. This update also includes: 1. Fixed incorrect camera scale in the last battle. 2. Going to scene124 (new jamming scene) from scene126 through a door did not stop the previous music track. 3. Bumping into an open door will now spawn an UP arrow key indicator.
Forget about your political voting, vote for what matters! Vote for Bad Pad in the 2018 Indie of the Year Awards
This patch is mostly to add support for Brazilian Portuguese language. Thanks to Digital Kaz Brazil for volunteering to translate the game! This patch also includes a few more scenes incorporated with the new jamming levels (8 in total). We added a new trophy room for the collectibles, the room is accessible from the first scene of act 1 and act 4. Bug fixed - Intro cut-scene was not pause-able, credits sequence didn't show the pause button when paused. Skeleton - Recover time varied in difficulty modes + random delay.
This update includes a pretty cool new feature, we call it the self jamming levels.
The music in these levels are not pre-recorded, but generated with samples in real-time and influenced by the objects that are on the screen. The level moves with the beat.
For a more detailed read, check out these blog posts:
http://headbangames.com/devblog/devblog-part-45-the-self-jamming-level/
http://headbangames.com/devblog/devblog-part-46-the-self-jamming-level-pt2/
https://www.youtube.com/watch?v=tV4lZSkjFVw
This update also includes additional code optimizations.
It's been a very busy and productive month, we got a lot of feedback and made some significant improvements. So what's new?
We added a little treat for all you completionists out there! If you collect all 125 coins (game difficulty doesn't matter), you can return to Pen's computer in the last tower and get a fuel-free jetpack. Other than flying being fun and all, you can use the jetpack to find a hidden ability that will help you locate all the hidden collectibles areas, by beeping louder and louder as you get closer to one. We won't tell you where the ability is hidden, but we will give you this hint: [spoiler] Look at the map for open roof areas.[/spoiler] You can toggle the Jetpack on and off by pressing the RUN button, you can only do so when you're mid-air. https://www.youtube.com/watch?v=jsfnbjQEZTU
[olist]
This update is mostly cosmetics, and one new feature. [olist]
Though we finished with Early Access, we are still getting your constructive feedback and we'll improve wherever we can. Here are some of the latest changes: [olist]
Some more cosmetics and bugs fixes. [olist]
More reported bug fixed and a few minor changes. 1. Gravity switches puzzle - Locking switches once the door is fully opened. 2. Gravity switches puzzle - Incorrect camera scrolling when dying. 3. RT & LT song - Chinese language, break lyrics by character instead of word. 4. Blood Off Mode - Dying animation without blood drops. 5. Shock to death animation triggered when dying from a dark cloud could reset to idle if the player has taken a hit from a lightning right before dying. 6. Autorun mode did not work with gamepad. 7. Submarine boss will now track you with his gun even if you move behind it. 8. Additional decoration to the underwater section in scene457.
A few more bugs and fixes. * Possible dead-end in act 4 level 1, if you picked the first key and didn't use it, then went after the second key, you could swap the key for the magnet gloves, then if you came back here later on to get the key you couldn't leave the scene without the magnet gloves. * Added particles effects to following enemies death when blood is turned off. * Changed behavior for when player is dead and attached to a sawblade then hitting a wall and blood is turned off. * Optimized T.Z Gameworld levels difficulty on easy mode.
A few reported bug were fixed: *Hexa's song and cutscene was not always triggered after beating the 3rd arcade before going into act 4. *Drop bash on lava or missile launcher didn't stop the bash. *You could wall jump while drop bashing. *Ants in act 3 got stuck in the ground on some occasions. *Hitting the lava could sometime cause more than 1 hit point.
Update 1.12 adds the option to mute the map music. This option is only available from within the map screen and is saved per save slot.
We had a bug with the upgrading machines in the game, make sure you update to version 1.1 so you won't get stuck! Other stuff we added since 1.0: 1. Added Indonesian translations. 2. Added company logos intros to loading screen. 3. Added auto-language select for Steam users, language is auto-selected once when you first run the game. 4. Hard mode difficulty optimizations on act 4. 5. Fix - Collectibles on act 3 level 2 and act 4 level 4 were not obtainable.
The day has come, we've clicked that 'release' button and unleashed Bad Pad's buttons into the world.
We hope you'll enjoy the ride as much as we did!
We're offering a 15% off sale during the first week of the release, grab it while it's hot!
We had a few extra things we wanted to added before hitting 1.0 and here are some of them:
A new transmission from the depths of Evil Pen's castle, Square needs your help!
http://expo-wave.com/#square
We're offering 15% off in Steam Summer Sale, which ends on the 5th of July 2018. This is your last chance to grab a copy at the early access price + the discount. Once the sale is done, the game's price will be set to the final retail price of 14.99$. Steam Trading Cards pack is done! The pack contains 7 cards, 7 backgrounds and 6 emoticons. The pack will be available in a few days.
We finished another round of testing, which we're happy to say yielded almost no issues, a side from a couple of minor non game breaking bugs that were fixed in the last update.
In case you missed it, the official release date for Bad Pad is set to the 8th of August 2018.
So get your thumbs ready!
In the meanwhile we are working on a Steam Trading Cards pack, which will be available somewhere before the release, here's a sneak peek!
T.Z has managed to hack into Evil Pen's systems from within the Game World, and he sent out a transmission warning you all about Pen's evil plans. Expo-Wave website - TZ Transmission
* Cutscenes and songs - Added music volume control using UP/DOWN on your gamepad or keyboard.
* Map - Centering on a door shows where it leads.
* Added a few new shortcuts to cut down on back-tracking.
* Updated energy pickups design.
* Implemented new logo.
* Additional code optimizations.
* More bugs fixed.
* Updated official Steam guide.
* New icon and loading screen.
We also updated our trailer video with new footage and the new logo
https://www.youtube.com/watch?v=B-DtQhGcN7A
In case you missed it, check out our new landing page
http://badpadgame.com/
We finished the new logo for Bad Pad and working on implementing it in the game with some animations (intro, menu, credits), we will update our store assets during this week and push another update with the new logo.
Translations implementation is done, we added all missing Hebrew translations, fixed the vertical alignment issues and tested all texts for overflows.
This update includes some new TZ voice overs for the arcade machines and game-world scenes and new voice overs for Evil Pen's last boss battle.
We closed all reported issues from the last round of testing.
Our new landing page is done and up, check it out here:
http://badpadgame.com/
The new logo is done!
We are working now on our promotion campaign materials, store assets and a few more surprises, stay tuned for more updates.
This update includes everything we announced in our previous post: https://steamcommunity.com/games/517210/announcements/detail/1658889109663974182 We added all missing translations in German, Spanish and French. Russian, Simplified and Traditional Chinese languages support were added. We tested about 60% of the new texts for overflowing. Steam store page localized in all supported languages. We made one big change in the game, the text objects for displaying cut-scenes captions was replaced with a different type of object that has full css support, this gives us a lot of advantages like text outline and shadows, letter spacing, rtl support and more. The text is also rendered much more crisp and clearer now. The only issue we still have with this new object is vertical alignment, currently the text will not be 100% centered in all languages, but nothing gets clipped out of the view, we have a solution planned for this and we'll test it next week. We finished our big round of testing and got all the reports back, we did some more changes and fixed more bugs. Here's a small but a neat little change in the power bar UI element, https://www.youtube.com/watch?v=8Im1y3leQys
This was supposed to be our last update, but alas, we're not there yet, extremely close, but not there. We're hoping the next one will be 1.0 and ready for shipment, there's not much left to do, but we're still testing and don't want to rush it and make any unnecessary mistakes. The last few weeks were mostly about testing and polishing, we've done a lot of in-house testing along with a 5 days tour in local gaming festivals, plus some dedicated QA testers that went over the whole game. There were a few bugs that surfaced and were fixed, but most of the notes were small things, not necessarily bugs, just little things that will make the overall experience better and smoother. We have more testers going over the game and hopefully no bugs will surface up this time. Other tasks done in this update: [olist]
We're experimenting with adding some in-game features for streamers. The main feature is showing an in-game camera overlay, the advantage of doing this in-game is that we can control and move the image around or hide it if it gets in the way of important game content. Another feature we're experimenting with is microphone input, currently this feature is only recommended when using headphones, using speakers will cause an endless feedback loop. The last one is additional UI that shows your score and playing time, for speed runs. https://www.youtube.com/watch?v=MCU6wI4fU2M We have been working on all the promotion materials for the launch and improved some of the UX and level design of the game. We made progress with the last battle but unfortunately it is not done yet. We are going to show Bad Pad on 2 gaming festivals in the next few days, this is a great opportunity for us to get live feedback from players on the latest build and see how the experience is for them. Stay tuned for more updates.
Here's what we added this time:
We're just an update or two away from the final version! This update will include:
We're just a few updates away from hitting the final version, stay tuned for official release date announcement! Here are some of the updates in the current version:
Another update coming at you!
Opening 2018 with a new update and another step towards the finish line. This update includes:
Last update for 2017 and another step towards the release. Here are some of the new stuff:
This will be our last update for phase 2 and the beginning of the third and last phase, bringing us closer then ever to the release date. What's in this update? 1. Act 3 has been decorated with a bunch of new sprites. 2. Act 3 ending - Hexa's song added to the game, some animations are still missing and the vocals are still a draft, but it's fully watchable. 3. TZ got a new voice, all his lines were updated and we added the last missing dialogue before the last level, still missing some background assets. 4. Added one-liners and taunts to all boss battles. 5. Updated steam achievements. 6. Added map access from in-game menu. 7. Fixed some bugs. And more...
This will probably be the last update before we go into phase 3 of our Early Access. The last level is not completely done yet, but it's fully playable and you can play the game from start to finish. What's left to be done in phase 2? 1. Final level - Update some asset for boss #1. 2. Final level - Finish design and logic for boss #3 + boss losing animation. What's left for phase 3? 1. Polish act 4 + add decorations. 2. Finish decorations for act 3 (currently at 40%). 3. Add missing dialogue between Square and T.Z. right before the final level. 4. Record and add act 3 ending song and cut-scene. 5. Add a few missing assets for act 1 ending song. 6. Record one-liners taunts for all boss levels. 7. Add all missing sound effects. 8. Record a few more background music for the levels. 9. Add concept art section to menu. 10. Add all missing translations. 11. Update credits sequence. 12. Do a thorough bug checking and code optimizations. We will also go through the game and look for place where we can improve visually and tidy things up. There are a few more optional tasks that we might throw in, but that's basically it. A reminder, once we'll go into phase 3, the price of the game will go up to 12.99$, final release price is set at 14.99$.
We've been working intensively on the game's final level, it will be about 15 minutes packed with music, songs, battles, cut-scenes, story wrap up and more, it's going to be very epic, I'm sure you'll love it! I won't say more about it or post a video/image/audio this time, this one is a treat you'll have to experience yourself! Once we're done with it we'll be moving into phase 3, the final phase before releasing the game, we are aiming for a late January 2018 release. Phase 3 will be mostly about polishing and testing, but there are a few more task to be done. * There's another unplanned song I'm writing and adding with a cut-scene to act 3. * A couple more dialogues to be added. * I'll be recording some more background music and adding more sound effects. * A new concept art section will be added to the menu, you will unlock new pieces of art with each collectible you'll find in the game. * And of course updating all translations, maybe even adding another language or two. Once we'll finish phase 2 and start phase 3 the game's price will go up to 12.99$, final release price will be set at 14.99$.
We're getting close to the end of phase 2 of our Early Access plan and getting ready for the 3rd and final phase. Phase 3 means the game will have all the gameplay content, cut-scenes and levels and will be completely playable from start to finish. Most of the work in this phase will be to polish and further decorate the levels, focusing on acts 3-4, fix any found bugs and finish all other tasks such as completing the translations, recording some more background music, adding concept arts that will unlock using collected collectibles. Our next update will include the following, 1. Act 1 ending song and cut-scene. 2. The first out of 3 rounds of the game's final battle. 3. Menus navigation - changed gamepad mapping to 'B' for back and 'A' for accept. 4. New transition into abilities screen when getting a new ability + 3 seconds key blocking, so you won't accidentally skip it. 5. In-game menu quit confirmation message. 6. The map will now show an arrow above the player aiming to the last opened gate, the arrows above the gates will be 2x bigger and if there is more than one gate connected to that lever, each of the gates will get an arrow. 7. Arcade games winning message and camera fade + zoom transitions into the cut-scenes. And probably more... We'll have another 1-3 updates after that before going into phase 3. Stay tuned for more updates.
We updated our steam achievements, some we're not up to date with the game and some were missing. Note, some of the new achievements will only work after the new game patch is released, in a few days.
This is a quick update with a few fixes and new stuff. * Fixed springs not playing animations. * Fixed background console on 2nd boss was accidentally accessible to use. * Finished Level 4.4 * Added collectables counter to in-game menu. * Update Evil Pen's Evil Plan song with new vocals. * Worked some more on the 2nd cut-scene song. * A few maps updates.
This update includes everything we mentioned on our previous post, see here: http://steamcommunity.com/games/517210/announcements/detail/1461838234113813422 And a few more things: * Final vocal takes for Evil Pen's Evil Plan song. * Map fully updated with all 4 acts. * Acts 1-3 were checked thoroughly and updated where needed to match the new camera system. * Finished level 4.3. * Added 80% of level 4.4. Map instructions: Use keyboard arrows / dpad / left analog to scroll the map. Use keyboard Q/W or right analog to zoom in/out. Run button still switches map and jump button exits the map. We're getting closer to the end of phase 2 of our Early Access program, we'll be announcing phase 3 (the final phase) very shortly, stay tuned for more info. We'll close with a little treat for you, Evil Pen's Evil Plan cut-scene video and song, enjoy! https://www.facebook.com/headbangames/videos/1948916145326309/
We have been working toward our next major update which will include a few cool additions to the game, here are some of the new stuff: * A new song and cut-scene were added to the game at the end of act 2, this one is vid-blog sang by Pen and it tells us a little about his evil plans, check out this sample, final vocals should arrive any day now. https://www.facebook.com/headbangames/videos/1942147489336508/ * New game map, we heard your comments about the map being a little vague and not helpful, so now you'll get an actual real size synced map, that shows where all the good little things are, here is a preview, still WIP! https://www.facebook.com/headbangames/videos/1945619562322634/ * Main menu saving slots will now show saved game selected difficulty (note for saves made before this update, this value will only update after the next time the game is saved). * Redid the camera and parallax system for all the scenes, previously our camera origin point was set to 0,0, so when scaling the scenes in/out the background parallax layers were not centered with the main layer, now the origin point is set to the center, so everything scales together nicely, this required quiet a lot of code changes and patches to some of the layouts, some scenes may still have little glitches (a few off screen pixels are visible at the one of the edges of the layout) but nothing game breaking, either way we'll get them all done asap. * New visual enhancements, like a neat little glowing effect for the drop bash ability, killed enemies will no longer just disappear, they will flip and fall or sink if they're underwater, better projectiles and sfx for the mini arcade games and more. * Added a couple of new scenes to level 1.1, passage to act 4 is now located on the first scene of the game and there's a shortcut back to it from act 3, also the first game machine that leads to act 2 is also accessible from the first scene, so you'll get to talk with TZ for the first time and know more about the coins and the arcade machines right at the start. * Finished the last couple of scenes in act 4 level 2, added 5 scenes to level 4.3 and worked on the final scene of level 4.4. * More bugs resolved, additional code optimization. * Wrote another lyrical song for the end of act 1, recording and cut-scene animations starts next week. * Formally introducing one of our new enemies, that will appear throughout acts 2-4, The Crab Drones. These little buggers are fast but very weak and will cast minimal damage, if they'll catch you in a tight spot they will wall you in, you can use your drop bash ability to kill them, but the spawning machine will create more to replace them (maximum capacity changes) https://www.facebook.com/headbangames/videos/1945803288970928/
This update includes everything from our previous post http://steamcommunity.com/games/517210/announcements/detail/1448324800235444989 And a few new stuff, We're experimenting a little with the underwater controls, from now on, holding the run buttons gives you a steady little boost for vertical movements only, horizontal movements are not affected, but the default speed is faster than before. Pressing the run button together with either left or right will fast dash in that direction, give it a try! A new enemy type is introduced in the beginning of act 2, a skeleton robot, he patrols the castle, he can throw bones at you and if you're close enough he will hit you, you can't kill it, but you can drop bash around it to stop it for a few seconds (note, the skeleton has not been designed yet, it's using temp graphics). There is a new rotating blade with a slightly different mechanic as a replacement for some of the saw-blades throughout the game. There are also a couple of new scenes in act 2 with magnet gloves sections.
We have a big patch release planned for the end of this week with lots of new stuff!
Firstly, we have a new cinematic credits sequence featuring the hard rocking song "Gain The Control" by the amazing Stellar Lane, check them out!
https://stellarlane1.bandcamp.com/
A few control changes, high-jump on springs is now done with holding UP instead of jump and using the glider ability is used by double clicking and holding jump instead of holding UP.
All remaining tutorial converted from text to visual and updated with the latest controls scheme.
Added a few more saving spots on normal difficulty and much more on easy difficulty.
Music will now continue playing when you die instead of returning to the position it was saved at, some people found it annoying :)
Map layout updated to work with resolution selection.
Cutscene, new skipping method, instead of just using escape or back on the gamepad, you can now hold down any button for a couple of seconds to skip.
New music for act 2 updated music for act 1.
Added all new/missing text to language file (no translations yet).
Added quick option access from in-game menu.
New abilities screen, accessed from the in-game menu and also pops up when gaining a new ability.
Updated design and animations for the following enemies on act 4.
New design for the magnet gloves/platforms and on act 4 a new matching animation for Square's .
New background elements for act 2 and 3.
Updated tilemap for act 4.
NWjs wrapper updated to latest version.
Fixed a few more reported bugs.
Stay Tuned!
I've been writing a lot of music over the past mouth, laying down riffs, melodies and ideas, some of them probably won't end up in this game, but they might be cool for something else. I've started recording a couple of them and will record a couple more next week. Here's another preview for you Level 4.1 - Preview A new game patch with new music and more will be released by the end of next week, stay tuned!
I've been working on some new music for Bad Pad, here are some previews! New music for Level 1.2 - previous music will be used on another level. Level 1.2 - Preview New additional parts for Level 1.3 music Level 1.3 - Preview More to come, soon!
This update include some fixes with the wall slide animation/speed and collision with floor with the small scaled character. We also added the ability to jump for a split of second right after falling from a platform. And of course everything we wrote about in the previous announcement. http://steamcommunity.com/games/517210/announcements/detail/1433684554173200325
This will be a more technical update but important nonetheless. I added resolution selection to the game, which will allow slower machines to run the game more smoothly with lower settings. This was quite a task, I had to redo all the camera logic for the game, mini-games, arcades, cut-scenes, menus, boss levels etc, then go over all the layouts and fix the scale rate and on some cases adjust the scene itself. I did some extensive testing of all the game, went through all the layouts and double checked, but it is possible that I missed something, small things like the background layer is off by a few pixels, so there's a blank hole where a wall should be. If you'll come across anything like this, please let me know. This update will also include some new graphics.
This update contains a lot of new stuff, mainly in act 4, I originally wanted to wait with this update a little longer, until I'll have a more solid level design for act 4, but this update also contains some bug fixes, optimizations and previous acts updates, so I didn't want to delay it any further. If you'll get to act 4, keep in mind it's very drafty. Here are some of the new stuff in act 4 https://www.youtube.com/watch?v=jTXR69onBMs https://www.youtube.com/watch?v=NYQpdRzB9Kg https://www.youtube.com/watch?v=CXriFc2uR4g And a more updated spider boss https://www.youtube.com/watch?v=OJn2iBzgBr0
We worked some more on act 4, the final act of the game, we got about 20% of it done, there will be a lot of cool stuff going on in this act, new game mechanics, new enemies and puzzles, game-world scene where you play as TZ and of obviously lots of new ways to die. Here are some of the new stuff *WIP* https://www.youtube.com/watch?v=jTXR69onBMs
Look for the lottery ticket hidden within Bad Pad's demo and you might win a free a copy of the game!
We've been working on boss 5 and 6 and adding some new scenes and game mechanics, read more about it in our devblog, official update will be released next week.
http://headbangames.com/devblog/devblog-part-43-breaking-pad/
In this update we've worked on boss fights 3 and 4, closed some more todos and reported bugs, boss 3 got a new pre-battle cut-scene and much more. Here's a little recap of the boss fights we've worked on, still WIP, but almost finished. https://www.youtube.com/watch?v=cI29kef208A We also added some collectables, there is one hidden in each level, 12 in total, see if you can find them all! Once we'll finish tiding up and adding all that's missing from floor 1-3, we'll go into phase 2 of our Early Access, which means working on the 4th and final floor, we estimate that phase 2 will start around june/july 2017, as we mentioned in our Early Access info, going into phase 2 will also increase the game's price from 8.99$ to 10.99$.
For our next update we've worked on boss fights 3 and 4, closed some more todos and reported bugs, boss 3 got a new pre-battle cut-scene and much more. Here's a little recap of the boss fights we've worked on, still WIP, but almost finished. https://www.youtube.com/watch?v=cI29kef208A Once we'll finish tiding up and adding all that's missing from floor 1-3, we'll go into phase 2 of our Early Access, which means working on the 4th and final floor, we estimate that phase 2 will start around june/july 2017, as we mentioned in our Early Access info, going into phase 2 will also increase the game's price from 8.99$ to 10.99$.
This update include lots of new stuff and improvements! We worked and redesigned boss fights 1 to 3, added new scenes, new graphics, new mechanics, cut-scenes, sound effects, UI/menus and map updates, more visual effects, camera movement and much more! We are not quite done with boss #3 yet, it's playable and beatable so it won't break the flow, but we still have a lot of work to do on it and we didn't want to delay the update with all these cool features any further. On a different note, we're planning an in-game competition in the demo version with free copies of the game as rewards, stay tuned for more details!
Check out this awesome review from IGR by Amanda Bower https://indiegamereviewer.com/review-bad-pad-early-access/ Also here is another sneak preview of one of the new boss fights, it's coming along great, we'll be ready to push the update in a few days! https://www.youtube.com/watch?v=TiUuSS2GcBM
The update is still in the works, a lot of new stuff is coming!
Here is a sneak preview to one of our new bosses.
Our next update will focus mainly on the boss fights, we're working on the three first boss battles, we we'll have new epic and destructive machine operated by Evil Pen, all new designs, new mechanics, each battle will have more rounds with different actions to preform in each of them. The first battle is done, 2nd and 3rd are in process, it's going to be epic, can't wait to hear your reactions! The update will also include some more level design, new visual effects, new sound effects, more graphics and decor. The map will now have a fog of war covering areas not visited. And more, stay tuned! In the meanwhile check out Early Access Gaming video review of the game https://www.youtube.com/watch?v=TNQh8V6xtyc&feature=youtu.be
We've release a few patches during the last week, including more level design, more scenes, decorations, code/logic optimizations and a few issues fixed. I've added some more saving stations in the earlier levels and added more shortcuts for less back-tracking. I've also added UI fx transitions for the dying sequences, smoke when you get fried, bubbles when you drown, white flashes when you're hit by lasers, and blood for pretty much everything else. We also got some new reviews and let's plays, check them out https://thegamerholics.com/bad-pad-early-access-review/ http://testiversum.at/bad-pad-pc-preview http://games.softpedia.com/get/Games-Demo/Bad-Pad.shtml https://www.youtube.com/watch?v=DaEOj37m7Fs https://www.youtube.com/watch?v=05nGZwLGAg0 https://www.youtube.com/watch?v=A16PdcZLX64
Our next update will include some changes to the difficulty system, some of you hardcore players claimed that the game can be too easy at times, so from now on you'll have 3 difficulties to choose from, easy, normal and hard. Easy mode - Less obstacles, boss fights a little easier, you start with 3 lives. Normal mode - All obstacles, boss fights a little harder, you start with 2 lives. Hard mode - All obstacles, boss fights even harder, less energy to pick up, you start with 1 life. Later on we'll add some achievements that can be unlocked only on certain difficulties and there will be a reward for finishing the game in hard mode. The update will also include more level design, decorations and animations. More features will be revealed throughout the week.
Our new update is due any day now, we're mostly testing and making sure everything works as it should. So what's new? 1. New saving system, we had a little fun run, but now it's time to play it serious! No more scene to scene saving! Auto-saving happens when A. You finish a level B. You win a boss fight C. You win a multi-arcade game D. After a cut-scene And there are also new saving stations spread throughout the levels. Once you die, you last save will be loaded including your health state. 2. Steam overlay and achievements! 3. Fixed bugs where picked coins were not always registering, fixed double playing death sequence bug on asteroid multi-arcade. 4. Some level design updates, a new shortcut from floor 2 to floor 1, opens after finishing floor 2. 5. A few new sprites and animations.
We're working on our next update that will include steam overlay and achievements and other addressed issues, stay tuned!
Here are some of the things version 0.34b will include * Added animated bats - background element. * Added killer ants that shots acid to small scaled hero areas in floor 3. * Added evil spiders that throw fireballs to floor 3. * Some more decorations and level design changes. * A couple of new scenes. * Fixed a level design flaw where you could reach scene343 which was designed for the big scaled hero also with the small scaled hero, this was not game breaking, but did make the next couple of scenes much harder to get through. * Optimization to diving ability when hero is scaled down. * New conveyor belt graphics and animation. * Updated main floor/walls tiles for floor 2+3.
Our next update will be focused around the 2nd and 3rd floor, adding more decoration, updating level design and adding new stuff, here are some of the new stuff I'm working on (these are all prototypes and are subject to changes). We'll have some bats hanging/flying around in the background https://www.youtube.com/watch?v=rHZHV3Ddofs&feature=youtu.be We'll have some killer ants, wondering in the tunnels https://www.youtube.com/watch?v=Hlq1kzltDHg We'll have evil spiders, lurking in the dark corners https://www.youtube.com/watch?v=lrCLObVtUmQ&feature=youtu.be And more! Stay tuned!
Aside from small updates, patches and bugs fixes I'll continue releasing regularly, I'm focusing my attention towards the next major build. There are four choices for me to focus on 1. Writing and recording more music tracks. 2. Level design for the 4th floor. 3. Polish, decorate, add more content and secrets to floors 1-3. 4. Add more cut-scenes and story to the game. What would you like to see next?
First patch for you guys, here are some of the things we took care of: - Fixed a few reported bugs. - Added some more decoration for floor 2. - Added 'restart scene' to quick menu ('esc'). - Added a couple of new scenes to floor 1.
Not sure if Bad Pad is for you? Want to try it a little before buying? Head on to the official website and try the online demo
[ 6084 ]
[ 668 ]
[ 4036 ]