This game is not what it seems...
Baldi's Basics Plus is a survival horror roguelite that parodies cheap 90's edutainment and never takes itself too seriously. You will encounter strange characters, find useful items, go on field trips and more as you explore Baldi's ever changing super schoolhouse, and as you explore the game itself, you'll start to realize it is not what it seems...So, what exactly do you do in this game? You collect notebooks while playing hide and seek with Baldi! Sounds easy right? Wrong. Baldi can hear many of your actions, and he uses those sounds to try and find you. He's also invited many friends to come and play, who can cause a lot of trouble. Get to know them though and you can use them to your advantage! You'll also find lots of items scattered around the school. These are the key to success. Use them wisely if you want to have a chance at beating Baldi!
Near infinite replayability
Baldi's Basics Plus randomizes so many different things, every time you play will be a different experience!- Procedurally generated levels - The levels change every time you play! Not only will the layout change, but the types of rooms and obstacles, you find will change too!
- Random events - One moment everything is fine, the next the school is flooding, or fills with fog! Random events can begin at any moment, so make sure you're ready for them!
- Mixing and matching characters - Each time you play, you'll get to see random combination of characters.
Lots of ways to play
Baldi's Basics Plus features many different modes to test players in different ways!- Main Mode - Complete a series of randomly generated levels to win! Run out of lives and you'll have to start over.
- Endless Mode - See how many notebooks you can collect before being caught by Baldi! Compete by playing on pre-made levels, or go crazy and try playing on a randomly generated one.
- Challenge Mode - As you play more of the Main Mode, you'll unlock challenges! Challenges offer unique scenarios you won't find in the main game. One might have you sneaking around the school to avoid being seen by the Principal of the Thing, another might have both you and Baldi running at super high speeds!
- Field Trips Mode - Play field trips found in the main game whenever you like! You can try to set high scores, or just practice!
I'm happy to announce that Baldi's Basics Plus version 0.6 is available now! This is a few days earlier than expected, but I'm going to be pretty busy with some IRL stuff for the much of next week so I figured it would be best to release this update now.
The biggest change in this update is the introduction of the tentatively named Pitstop. This is a small area that loads between levels/attempts where you can buy items, manage your items in the new storage locker and, in version 0.7, go on field trips! Johnny's store, which is now a 3D room, can also be visited in endless mode, where you'll be able to spend the YTPs you earn on items. The store will restock every so often so make sure you check in when you're in a pinch!
Unfortunately, as development of a third (And final) version of field trips is underway, I had to strip the game of the previously available camping field trip. My apologies for the inconvenience. My plan is to finish up this new version of the field trips in time for 0.7. Hopefully, the third time will be the charm and the changes I'm making will be a lot more fun and please everyone!
This update also includes a new item, the Diet BSODA! Diet BSODA is mostly the same as regular BSODA, except it only lasts three seconds. Since normal BSODA is a pretty overpowered item I wanted to find a way to balance it without ruining it, so I decided a good solution would be to introduce a weaker version of the item and make the original much rarer. Now you will find Diet BSODA about as often as regular BSODA showed up, while normal BSODA is harder to find, but more precious as a result. I'm hoping this change will make the game a bit more challenging without totally undermining existing strategies!
Aside from those changes I've also made several improvements to the interface and HUD. In particular, I've added several sound effects to certain interactions that were previously silent and polished out a few small quirks that I'd never been fully satisfied with. The game now offers players more feedback when they interact with it!
With all that said, here's the full changelog:
Additions
- Added the (Tentatively named) Pitstop. This is a small rest area which loads between levels or before a level reloads after losing a life. In the Pitstop you can:
[list] - Visit Johnny's store and buy items with YTPs inside a new 3D store.
- Manage items in the storage locker.
- Save & Quit
- In the near future, go on field trips.
- And in the further future, even more cool stuff!
Changes
- Made several improvements to the HUD.
[list] - The staminometer needle no longer snaps to it's correct position when the stamina value makes a big jump. Instead, it quickly, but smoothly, slides to the intended position.
- When items are collected or lost, the item can be seen quickly sliding in and out of the inventory.
- The notebook counter in the top left has been simplified to just the notebook count and an icon, rather than displaying the text "#/# Notebooks. The icon plays a small animation when notebooks are collected.
- Improved the YTP information display when gaining or losing YTPs. Now, a display rises from the bottom of the screen and the amount of YTPs being earned will fall into the display. The display will then add up the earned YTPs before lowering off screen again. This display also lifts up while in Johnny's store so you can see how many YTPs you have.
- Many HUD elements will darken to indicate when you are in an "invisible" state. When invisible, NPCs cannot see you.
Bug Fixes
- Fixed a typo in one of Johnny's captions.
- Corrected a typo in licenses.txt.
- Actually fixed the flood ambient sound playing at normal volume for the first frame. It now fades in properly.
- Fixed being able to buy the map again for a floor it has already been purchased for.
- Fixed several objects in the playground rooms not being culled properly.
- Fixed the inventory saying "Nothing" when spawning even if an item is highlighted.
- Fixed an oversight that made it impossible to get in trouble for using BSODA.
- Fixed gum floating in place when the object it collided with is moved or disabled. It will now disappear if this occurs.
- Fixed Chalkles' audio cutting out when flying outside the room the player is in.
Pre-release Changelog
- Fixed a bug where, if a level ended while the Baldi TV static sound was playing, it would continue to play indefinitely.
- Added a poster to the Pitstop signifying where to Save & Quit.
Known Issues
Note that many of the issues listed here have been reported by players, but I have yet to reproduce them myself, so the accuracy of them might vary.- Balloons occasionally clip into objects.
- NPCs will often not try to flip themselves when they are oriented opposite the player during Gravity Chaos. This can lead to strange NPC behavior.
- NPCs will occasionally appear to turn-around when entering open areas where a hallway bridges between two different parts of that open area.
- Lockdown doors near spawn can be seen snapping into the open position at game start.
- Dr. Reflex can squish NPCs even when they do not match his orientation during Gravity Chaos.
- Captions are more likely to stack on top of each other and become hard to read due to the new sound propagation system. I plan on finding a way to prevent captions from rendering on top of each other.
- There is no indication for when entities are about to become unsquished.
- It is possible to see out of bounds while being rotated by a gravity flipper while squished.
- On some screen resolutions, it is possible to see a gap through some elements on the elevator screen.
- Some NPCs are very annoying when they are squished.
- Wind and conveyor belt audio is not propagated.
- NPCs will occasionally end up wandering into an area they should be fleeing from.
- Dr. Reflex can sometimes get his hammer early while being pushed around by outside forces.
- NPCs will occasionally get stuck on the merry-go-round.
- NPCs can collide with other entities through walls, triggering their effects.
- Math Machine balloons can rarely get stuck behind the diagonal math machine.
- Principal, under some circumstances, can maintain his fast speed after using the principal whistle.
- Whirlpools that spawn behind a closed elevator gate still pull on the player, and this can cause the player to get stuck if there are multiple whirlpools.
- Dr. Reflex's sprite rarely getting tilted when pushed by multiple outside forces at once.
- Holding the quick map open while opening the advanced map causes a small visual issue.
- Arts and Crafters' echoes while attacking don't always match his orientation during the gravity event.
- A seed is displayed when playing pre-made maps.
- Held sprite objects, such as the math machine balloons, can be held into other areas such that their lighting noticeably changes.
- Mrs. Pomp doesn't wander around class rooms in pre-made maps. She just stands in a corner.
- Certain sound effects are delayed while the environment is frozen (Such as when Mrs. Pomp is asking the player to come to her class).
- Maps from saved games of Hide & Seek from older versions of the game will fill out the areas found from the previous play session, even if it doesn't match new level generation.
- Principal doesn't open office doors during detention while fleeing from a tape.
- During the flood, hall swinging doors do not open, while swinging doors that lead into rooms do open.
- NPCs can rarely end up stuck in the ground after the flood event. (A potential fix for this is lined up for a future update).
- The speed at which items slide in and out of the inventory can be inconsistent. This does not affect the responsiveness of using items.
Minimum Setup
- OS: Ubuntu 16.04 and Ubuntu 18.04
- Processor: 1.5 GHz or greaterMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: AMD Radeon HD 8330 or equivalent
- Storage: 250 MB available space
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