Overview
A Retro-Inspired Adventure Across the Stars!
B.U.D.D. is a cute sci-fi adventure platformer heavily inspired by games and anime from the late 80's.
Bounty Hunter for Hire: Eris Altair
B.U.D.D. is a cute sci-fi adventure platformer heavily inspired by games and anime from the late 80's.
Bounty Hunter for Hire: Eris Altair
Step into the boots of Eris, a bounty hunter-in-training who crash lands on the mysterious alien planet of Verdeo. To make her way home, she'll find one of many B.U.D.D. units, versatile helper drones that aid in combat and traversal. After escaping Verdeo, Eris will uncover the secrets of not only her crash, but the colony that hired her, and the entire Lumina System.
A Helping Hand in Battle
During combat, Eris can use her BUDD units to attack the enemy, extend a combo, or open up opportunities for extra damage. With each new level earned, Eris becomes more skilled and powerful, unlocking new abilities to overcome the Lumina System's many challenges.
SAGE 2023 Demo Version
- This Demo build contains the first planet, the hub Colony, a portion of the second planet, and some secret challenge levels you can find once you're finished with the demo's campaign.
- The music is currently still placeholder, taken from various Sega Genesis games.
- Two satellite missions are available, and can be unlocked on Verdeo and Mizuli after finishing the demo storyline.
- I can confirm the Linux version runs on Steam Deck, but it would be nice to see how well it runs on other computers.
Updates
Released Demo version 1.1, featuring tons of QoL changes!
Moveset
- Made it so you can slowly inch towards and away from enemies when using the shield
- You can't turn when shield walking, so watch your back!
- Ray's charged beam will now be redirected by prism blocks.
- If you're using the double tap input to dash, your dash will now continue as long as you're holding the direction you used to activate that dash.
- The double tap input should be more reliable now, as it uses Input's built in double tap function to check.
- Holding down on a ladder won't make you grab it if you're already on the ground.
- Removed the restriction where you can't warp to your ship inside a facility, instead you can only warp to your ship after you've repaired your ship.
- Once your ship is repaired, you can return to your ship at any time from the pause menu.
- Falling into pits will now make you respawn at invisible checkpoints placed nearby. (Let me know if I need to tweak the positions of these!)
- Hearts and Batteries will spawn more often at 1 HP.
- Made Eris' regular sword attack slightly longer.
- Boxer's punch hitbox now lasts the entire duration of the attack, giving him more range.
- Boxer's charged punch now has a new animation.
- Ray's laser does 2 more damage per hit now, and can kill weaker enemies more reliably.
- If an enemy knocks you into a slime pit and you're still invincible, you will now only take one damage overall.
- Reflected barrels always damage enemies.
- You now regain BUDD energy faster when you have less than 1 unit full.
- Attacks now recover slightly more BUDD energy.
- Guarding enemy attacks now recovers slightly more BUDD energy.
- Reduced shield knockback for Eris very slightly.
- Reduced shield knockback for enemies very slightly.
- Added a glow effect to reflected projectiles.
- Made the shield a bit smaller horizontally, so hopefully it's harder to block things from behind.
- Reduced the amount of hitstop higher damage attacks add.
- You can now choose controller button icons in Input Settings > Controller Setup. (Thanks for adding this to Input, Juju!)
- Added a "Return to Ship" button to the pause menu. During Satellite Missions, this will return you to the station you started the mission from.
- Reworked the ship menu so you no longer have to enter and exit the ship multiple times to both save and leave the planet.
- Level up messages will now show the input of any ability learned.
- Revamped the Move List menu to better match the rest of the ingame menus.
- Added Move List entries for Dashing and Floor Hopping.
- The Guard move list entry has been updated to mention shield walking.
- The Move list now lists each individual BUDD ability.
- The Move List now prioritizes unlocked moves at the top.
- The current planet's completion percentage is shown in the pause menu map.
- Updated the credits with some more cool people.
- Added new art to the gallery.
- Added default settings button to each options submenu.
- Added added dividers for various menus.
- Added a screen effect to the ship's star map.
- Added a brand new arrangement of Barrel Canyon's BGM, done by none other than philRaco himself.
- Stone blocks now have event flags, and will stay destroyed.
- Removed the second power switch in the Verdeo citadel. (This was a leftover from a puzzle that didn't make the cut, and really just annoyed players that pressed it on impulse)
- Made the vines in Verdeo more visible.
- Fixed the floor in Mecha Dragoon's arena being pass-through
- Moved Mecha Dragoon's boss trigger closer to the entrance of the room
- Fixed a typo with one of the colony signs (Thanks VAdaPEGA :V)
- Adjusted the position of the first enemy in Habitat, so you don't have to stop, wait for it to teleport, and then kill it (I really need a name for these things)
- Removed the Fusey at that part with the bouncing barrels in Ludicrous World
- Adjusted the Fusedropper positions in Ludicrous World, so you should be able to kill them more reliably
- Made the Skull Jar Yorb animation faster
- Made it harder to pass through enemies that you're currently attacking
- Made Mecha Dragoon's fireballs fall slightly slower
- Lowered Boney M.'s HP (A single sword combo or a single pogo should take them out)
- Fuseys don't take as long to detonate
- Fuseys take longer to accelerate
- Fuseys' jump is slightly lower
- Rewrote various signs to acknowledge changes in the mechanics
- Fixed a few dialogue typos (like Rhea calling the coast attack "deadful")
- Updated Input extension to version 6.0.5
- The game now checks for background controller input
- Modified the save format to not rely on Game Maker's internal room IDs. (Existing saves still work just fine, you'll just respawn at the planet's landing site when reloading your save)
- Vsync is now disabled by default, because for some reason it makes older computers slow to a crawl. (This won't affect existing save files)
- Vsync is now properly set when starting the game.
- You can't access the debug menu in demo mode anymore :(
- Removed that spoilery thing. If you know, you know.
- Fixed being able to shield against drowning
- Projectiles that can't be reflected no longer have hitstop when you try
- Fixed being able to damage boost into the treetop lab without boxer and softlock yourself
- The third skull jar in Ludicrous World no longer respawns when you leave the room
- The objective counter is now properly hidden after clearing out the coast outpost
- Adjusted the ladder grab range, so now it should be harder to get stuck on a pixel you can't climb
Credits
- Lead Game Designer: EngineerKappa
- Guest Content: @SuperFreaksDev , @philRacoIndie
- (You should absolutely check out Super Freaks 1 Ultimate Edition, and Round the Mind)
- The rest of the credits are listed in the game proper.