I think this game is perfect with no "story". The art in this game is it's own story, the interactive and evolving game world, the character and powers ups, the sound fx. Who needs a time wasting comic or memory hogging cartoon to load up & skip? I think the game speaks for itself, great stuff
Perhaps you're right.. I like stories, sometimes they bring another dimension, it depend how they are shown. With time, i remember the games with stories, like heart of darkness, or oddworld, two games i think when i play badlands. But it like it like it is!
Cutscenes would be annoying in this game. Unless they were short and in-engine, during the levels. Definitely keep text and speech out of it.
Day 2 is under way! More multiplayer levels? Absolutely! Fix that bug? Already done (Lets hope it works)! I don't know how many of you have noticed but you can share your replays in BADLAND with Everyplay videos. It's super interesting to see how people have found totally unpredictable new ways to survive and most of all: save clones as much as possible. Some hints for clone saving: - If possible, avoid power up that makes you bigger - Generally avoid speed power up - Try to shape your swarm as small as possible - Sometimes roll and bounce power ups are bad because they tend to spread the swarm - Pro tip: circular saws are a bad thing!
Thanks for the tips. My only problem is that I usually find it impossible to avoid power-ups. The way the levels are designed, you're almost forced to pick them up. Doesn't hurt the game, which is awesome, but just saying
This game is probabky the SINGLE best game ive played on the ios, i cannot wait for day 2 I dont know if youve thought about it, will there ever be a day 3 or 4, or online multiplayer, even if its beat the ghost
Really great to hear day 2 is in the pipeline as well as additional multiplayer maps. I love the game and to those who complained that some missions require too much luck, they usually don't and you've done something wrong in how you shaped your swarm. The dev tips are very good for this. I also wanted to add I really like that there are no cut scenes and that the story unfolds in a very subtle way, perhaps it's in my mind but to me it seems it goes like this: (spoilers?) some rabbit character unleashed a mechanical catastrophe on a natural world. This rabbit committed suicide and it is up to the fuzzy thingy to fly from the jungle where the machines haven't reached yet to the depths of where the catastrophe was unleashed, having to bypass more and more machines as he gets deeper and deeper to where it all started. The areas take the player from a natural jungle with rabbits and animals to areas where the backgrounds are dominated by mechanical objects and robots. Day 1 ends just as the player reaches the entrance to ground zero where it all began. Cliffhanger!! Devs: did I get this right or like art, each to his own interpretation? I any case, very cool, this is definitely what i would call art in a game with a message about ecology. Great stuff.
@Devs: Might be too early to ask, but due to the positive response to Badlands, are you considering a Day 3 and beyond? I know, Day 2 hasn't even been added yet, but I was just curious if you have a long-term plan for the game
That's an excellent theory The story arc is pretty straight forward: Forest is invated, try to survive. Idea was still to keep most things mysterious. It's more interesting that way.
Absolutely! We have lots of ideas to explore. You will have your new dose of BADLAND regularly in the form of updates.
While on the topic of story and giving out background information, I think I actually would have like it more if less had been divulged. Specifically, I strongly disliked learning that the creatures were "clones." Up until reading that, I'd just assumed I was in charge of a migration of creatures, and the goal was to at least make one of them survive to continue the journey. I felt a real urgency and purpose in this scenario, and having it somewhat destroyed actually took something away from my enjoyment of the game in very real terms.
It would be better if you guys made top notch,clever, and challenging levels and add new mechanics. Rather than making a lot more levels that are decent
Game Impressions Badland is my favorite IOS game of 2013 so far. Now I've bought many games this year, some old, some new. Penumbear, Cling, Hundreds, Plague Inc. Ridiculous Fishing, SSG2, etc. and all of those are quality games. But Badland has that extra "something" that elevates above the rest. Even above the innovative and tough-as-hell Penumbear, my former favorite game of 2013. Most striking are the visuals. Reminiscent of XBLA's Limbo at a glance, continued play reveals that Badland is not merely an imitator. The beautiful backgrounds are intriguing and mysterious and invoke a sense of wonder that Limbo or games with similar styles can't match. The shadow style provide nice contrast and cool visual style. The controls are simple - tap or hold to rise, release to fall - but such depth and diversity is derived from this simple mechanic. As a fan of physics puzzlers, I greatly enjoyed the rapid-fire stream of bite-sized physics-based obstacles. Hand in hand with the controls are power-ups. They range from increasing or decreasing your size to cloning your little winging furball to imbuing it with bouncing or sticky properties. The most important is clone. Alone you are vulnerable to the myriad of saw, mines, presses, spikes, and other traps that await, but one amongst many, you can sacrifice others to pass safely. It's an unique mechanic that seems to never get old. Forty hand-crafted levels await you, each different and provided a unique challenge. But there's more! Single device multiplayer allows up to four players to control their own creature and engage in an frantic race to the finish. But wait there's even more! For only 3.99, you get double the fun as replaying any of the forty levels test your skills with three challenges. Badland is another recent game offering premium content without IAPs. For that release only, it should be supported. But add the upcoming new content, the incredible visual style, addictive gameplay, and awesome level design, and this game is one that should not be missed
One of the best things about imagination is that you can pretty much use it whenever you want. I give you kudos for finding a new layer to your onion of disappointment.
Slowly going back through the game trying to get at least 2 stars on each level. I'm finding when there's a part that seems stone cold random you have to concentrate on what powerups you hit and avoid prior to that section. Like in "LePuzz" a certain mix of size / lack of bounciness will give you better results in the chaos near the end. @GiHubb How do the lights that you trigger and the end of each quarter day factor in? @Gabrien LOL at this dude struggling to find something negative to say. YOU DON'T HAVE TO COMPLAIN IN EVERY SINGLE POST FRIENDO!