Hello buddies! Today I‘ll reveal some details about the game‘s sidekick droid Buddy and how he‘s implemented in both single player and Co-Op mode. Buddy has three basic abilities: Scanning, Telekinesis and Hacking.
Scanning is a quality-of-life tool that avoids random wall-bombing to find secret areas and gives clues about how to interact with unknown objects and facilities.
Telekinesis is used to move physical objects and modify platforming obstacles or use the environment against your enemies. OUTBUDDIES uses a hybrid physics engine to allow realistic object movements while maintaining the pixel precision of a custom engine for all player movements.
Hacking is an ability to modify enemy behavior or functionality to your advantage, a bit like the famous glitch ray in Axiom Verge. Upgrade your hacking level by collecting so called Corridium Protocols. Use your scanner to determine an enemies security level and the possible hacking effect. Those effects range from health and missile drops, to creating platforms, movable objects or friendly fire.
The idea of local Co-Op emerged around the Buddy droid leaving his gimmick status behind and becoming a fully fleshed character with various interesting abilities. Local co-op games were a big part of my childhood, and I hope the experience will be valued by our players, providing a possibility of team-speedrunning as a fresh take on the scene. Due to the asymmetry of both characters and the shared screen, a lot of real-life communication will be needed to become an efficient team. Of course, it would be super cool to have online multiplayer too, but that, unfortunately, is out of my current scope as a solo indie developer.
Compared to the single player experience, the Co-Op mode needed to provide a more constant activity flow for the Buddy player. On Co-Op, more random enemies are hackable and every boss exposes a Buddy-specific weak point. Co-Op mode also exclusively allows Buddy to create walkable blocks and modify the game's level design or create protective structures around the main character. Buddy's slingshot-like hacking seeds will also inflict damage on non-hackable enemies, enabling Buddy to actively engage in combat situations. Those Co-Op specific mechanics will fundamentally change the game's balance and feel, allowing for Co-Op speedruns as a very unique take on the metroidvania scene.
Hey guys! Today I will tell you about the boss encounters of OUTBUDDIES. The game in its core is crafted around a design philosophy that does not allow to improve player stats like health or damage output to overcome obstacles.
Instead I went by a strictly gear X skill based approach, meaning upgrades will heavily expand your mobility but never overpower you in a way that statically shooting anything will cut it. Every boss encounter has a unique duel-topic to it, that will make sure the fight feels special and like a real achievement.
All bosses require a profound memorization of attack patterns, anticipation frames and your environment to stand a chance. Some others also include puzzle elements that have to be decoded in the heat of battle. There are five major bosses and four minibosses in the game, as well as several hidden challenge rooms, where groups of stronger standard enemies will lock you in for a good beating.
OUTBUDDIES is a hard game for sure, especially when it comes to boss fights. There are several options to support players on their quest to escaping Bahlam though. Punishing throwbacks were skipped in total, and there are dark creatures called Soul Eaters that trade one-time resurrection batches close to every boss room. Also, rescuing members of the Wozan Tribe will make sure some allies show-up in battle and help you out with healing upgrades.
That’s it for now! Release is closing in and I’m super exited to give you some details about OUTBUDDIES’ CoOp mechanics in our next update! Stay tuned and have a great week! Cheers, Julian!
Hey everybody! The work on the PC version of OUTBUDDIES is nearly finished, the gold master is really close. Finally it's a very very great pleasure for me to announce the release date for OUTBUDDIES to you all! It's the
15th of October 2019
Then my 6 year journey as a single dev at night, fulltime employee at daytime, husband and (meanwhile) father is coming to an end. I can't believe it - and hope to see you all in the depth of Bahlam! Cheers, Julian! :)
Hey Guys! Today we'll have a look at OUTBUDDIES' combat mechanics and weapon systems. It uses ranged weapons and classic 4-way shooting, which was chosen by intention and forces the player to directly engage all types of foes. Poisonous bugs and spiky crawlers inflict contact damage while bigger enemies can be passed-by and use both ranged and melee-type attacks to kick your ass.
All types of hazards can be dodged by steam-rolling and a late-game upgrade, the Spin Blade, even allows to harm enemies by dodging them. All four upgradable weapon systems also function as a selective tool and there are two weapon slots available, that can be equipped in parallel to create some interesting mix-ups.
The Seahorse Revolver:
Your standard plasma gun and best friend. Unleashes a powerful vaporizing beam when charged-up. Has a high fire rate and good damage output.
The Missile Launcher:
Your best choice when facing heavy duty like boss encounters or multiple tanky enemies at once. They can even break stones, but your storage is very limited and has to be upgraded by searching for missile tanks.
The Bubble Beam:
A tactical weapon that fires organic ooze that can immobilize enemies and turn them into a suitable platform to step on. When charged, immobilizing clusters will spread to stun whole groups of foes.
The Corridium Galvanizer:
Energizes wall structures and can re-power shut-down facilities. When charged it unleashes a powerful dash that can connect to a spider-ball like wall run and enables you to reach every corner of Bahlam.
Movement in OUTBUDDIES is very fast-paced, like seen in Hollow Knight or Dead Cells. Controls are also tight, allowing for split-second decisions and various cancels to survive heated combat situations. To spice things up I've implemented a (mostly optional) stealth system, so large enemy groups and security systems can be sneaked-by.
Your droid Buddy is equipped with telekinetic abilities to use the environment against your enemies and collect-able hacking protocols enable Buddy to even modify enemy behavior to your advantage. Please let me know what you think in the comments or AMA about the game! Cheers, Julian!
Hey Guys! Today is a very exciting one for project OUTBUDDIES! Our musician OGRE, formally known as Mr. Robin Edwin James Ogden, just released the game’s original soundtrack on Bandcamp!
Thoughts on the OUTBUDDIES sounstrack by Robin Ogden:
"We wanted any retro audio touches to be an oblique suggestion rather than an obvious throwback, but I definitely wanted to keep a clandestine 16bit flavour throughout Outbuddies. Most of the synth sounds you hear are generated from an old Yamaha TX81Z FM synthesizer, which is notorious to program, but has a lot in common with the old sound chips from the Megadrive/Genesis era. It was my go-to secret sauce. I wanted to splice in some of that time period's DNA on some level, so the soundtrack is a deep-sea pressure fusion of ancient analog and dawn of digital synthesizers mixed with organic and real acoustic instrumentation.
Outbuddies is an exciting new chapter in the metroidvania tradition, and I wanted to reflect the ethos of these types of games with my Berlin school influences (Tangerine Dream, Klaus Schulze, Michael Hoenig etc.): sequences, repetition, and evolution. Prior to composing the soundtrack, I was reading Steve Reich's collected Writings On Music, which I'd argue has similar ideas to Berlin school composition. It seemed natural to employ some of these aesthetic choices when working on Outbuddies' soundtrack, namely thematic sequences which evolve, distort and change as you dive deeper and traverse the game's levels. Mantras and repetition have so many spiritual connotations, which seemed to me a perfect fit for a game about Old Gods stirring in the deep."
The Soundtrack was recorded in January and February 2018 following the game’s Kickstarter campaign in 2017. We got a total runtime of 37:46 and I’m damn proud to be part of this. Having a soundtrack composed by a musician that skilled has by far been my smartest decision I made on my six-years journey to produce this game and I hope you’ll all enjoy listening!
You can stream the OUTBUDDIES’ soundtrack on Bandcamp for free, and I am really taking a break and listening to the awesome discography Robin has crafted over the course of many years dedicated to music. Cheers, Julian!
https://store.steampowered.com/app/1083310 About OGRE Robin Ogden is a composer for games and visual media, self confessed tape loop splicer, spring reverb tickler, and harbinger of imagined soundtracks for films that don't exist. His work is grounded in a lifelong love affair with sound, whether produced from wonky analog synthesizers, contact microphones or strange and wonderful handmade instruments. His music can be found in the award winning indie games Actual Sunlight, This Is The Police I & II, and Hacknet: Labyrinths, HBO's Vice Principals, and he was an audio consultant for the BBC’s first VR experience. He is busily working away on several PS4 titles. Robin is featured in the forthcoming documentary The Rise Of The Synths, and is currently releasing music with Grammy winning soundtrack label Lakeshore Records.
Hey Guys! Today I want to give you a quick rundown about OUTBUDDIES' world and its gear-based progression system. OUTBUDDIES follows a classic handrafted metroidvania design, that is very much on the Metroid-side of things. Unlike most titles, the Undercity of Bahlam can be explored with high freedom of movement like climbing, crawling and diving right from the start. Btw, unlimited oxygen is included. ;)
As you progress your set of options will expand by discovering four upgradable weapon system as well as five suit upgrades and hacking protocols for your droid. All gear was carefully balanced in terms of combat abilities and has to be used selectively to overcome specific hazards and puzzles. In OUTBUDDIES', grinding mechanics are skipped in total.
Some MV protagonists tend to become quite overpowered towards the endgame, something I really wanted to avoid for the game. Each biome offers a unique set of enemies that need to be approached in specific ways; the game even has an optional stealth system. Players will have to rely on their bare skills and select gear wisely to overcome those challenges.
The map size of OUTBUDDIES can be compared to titles like Super Metroid and Axiom Verge. The game has four main areas, all divided into two sub-areas, as well as various bridging zones and three Wozan colonies, where you can talk to NPC and gather some additional information about the game's world. I'm the dialogue skipper kind of player and Outbuddies reflects that with a clear focus on environmental storytelling.
Our beta testers needed around 15 – 20 hours to complete the game in their first run. Most of the areas are constructed as loops to minimize backtracking as much as possible. Also, some essential sequence breaks are possible to execute for experienced players and I implemented various secret pipes as well as portals that can be unlocked to speed up traversal a lot.
Standing out in the metroidvania genre is not easy at all, but I believe OUTBUDDIES has a special game-feel to it by delivering a certain Nintendo-fanboy cuteness paired with an edgy protagonist and a little Lovecraftian horror vibe. I think a Metroidvania should aim to foster the whole palette of human emotions by delivering daunting challenges while also experiencing the wonder of exploration and making memorable NPC contacts.
The game's core gameplay was crafted to live up to the standards of the genre's most excellent titles and the unique Buddy-feature offers a nice touch without questioning the loved core elements of a classic MV title. In my next post we'll discuss OUTBUDDIES' combat mechanics in detail, so stay tuned.
Greetings! In 2013 I started the journey of my life, the challenge to create a metroidvania in the spirit of Super Metroid as a single man, and I did this next to being a daytime employee, husband, and (meanwhile) father. The odds of finishing something that scope were all against me and I honestly was super naive back then and had no idea what I was getting myself into...
I’ve sunken more than 6,000 hours into the project by now, and TBH, that number feels pretty crazy. Anyway I was stubborn enough push through. OUTBUDDIES will release on PC in Oktober this year and ports to all major consoles will follow early 2020. Today I want to give you guys a quick rundown of what it is.
I‘ve worked with players from around the world since the early prototype was finished in 2016 and feedback is always very welcome to help me make OUTBUDDIES the best it can possibly be. In OUTBUDDIES, you’ll run, gun, and explore an open undercity with your sidekick droid Buddy, rescue Wozan miners, fight really mean bosses, and find your way home.
That probably puts it best. One could describe OUTBUDDIES as putting Mario in Samus’ suit and fusing the good memories of both childhood games into one unique experience. You play as Nicolay Bernstein, a mustachioed archaeologist and adventurer obsessed by the idea of an unknown alien civilisation that suddenly vanished before the rise of ancient human high cultures.
Sidekick droid Buddy was originally implemented as a gimmick but evolved into a fully playable character over the last few years, including a local Co-Op option. OUTBUDDIES' backstory involves the fate of the Wozan, an enslaved folk of mining people, as well as your obscure role in a conspiracy among some of the Old Gods, that were left behind to guard what remains of the sunken fortress of Bahlam.
I will reveal more details on the game‘s world and mechanics soon, so stay tuned and please help me to spread the word about OUTBUDDIES. Cheers, Julian!
gamescom is over and now PAX West is around the corner! There are just a few days to go! If you want to take a deeper look on our otherworldly non-linear Metroidvania adventure OUTBUDDIES, let's meet in Seattle at PAX West, Floor 6, Booth #7216!
gamescom is around the corner, there is less than one week to go! If you want to take a deeper look on our otherworldly non-linear Metroidvania adventure OUTBUDDIES, let's meet in Cologne! You can find us in hall 10.2 at the Indie Arena Booth!
Come by, meet the nice guys of Headup, let's have a chat and get your hands on four more gems of the Headup line-up: Vambrace: Cold Soul (developer on-site), Silver Chains, Colt Canyon (developer on-site) and Fromto (developer on-site)!
Hey guys, it's been some time since the announcement update here on Steam! Sorry for the silence, but there is so much cool stuff going on on the development of OUTBUDDIES that I will share with you guys in the near future! I'm really looking forward to show you more of my game - stay tuned! ːsteamhappyː
In the meantime me and my brother finished working on the key visual of OUTBUDDIES - and I think the result is really cool. You find it as the top picture here in this update post showing protagonist Nikolay Bernstein and his supernatural Buddy-unit. Hope you like it too. ːsteamhappyː
Keep you posted here very soon on various aspects of OUTBUDDIES, the game mechanics and all the crazy and cool stuff going on during the last steps of development. Cheers, Julian!