Baby Redemption cover
Baby Redemption screenshot
Genre: Adventure, Indie

Baby Redemption

New game: Velocity Noodle

Hey guys :)

Just wanted to let everyone here know that I'm currently working on a new platformer. I've always had a soft spot for challenging platformers and speedrunning. So i've tried combining them to a game that focuses on going fast and I urge you all to check it out.

If you like games like Celeste or Super Meat Boy you'll dig it. Please Wishlist it so you can follow development (and it also helps me in Steams mysterious algorithm)

There's also a demo for you to try so what are you waiting for!

https://store.steampowered.com/app/1488650/Velocity_Noodle

Arena Update (Free DLC) + Steam Sale!

Hello!

Just wanted to swing by and say that I've now released a new update for Baby Redemption and I'm calling it the Arena Update.

With it comes some bug-fixes but also a new game mode called... the Arena.

To keep it short; The Arena is a new horde mode gameplay that throws you straight into the action. The Lizard has dug up a new hole in your hub and if you jump down you'll find yourself in a new room where 6 waves of increasing amounts of enemies will spawn in.

If you survive 3 waves you have the opportunity to leave with 1 baby, but if you finish 3 more you get double the babies and can leave with a total of 3 joyful babies. Between waves you get money, weapons and upgrades.

It's quite fun and can be quite a challenge. If you guys like it and if it gains any traction I'll add more arenas for you guys.

There's also a new trailer in Store-page where you get a quick glimpse.
https://youtu.be/wTX_P9VhfSI

Oh and to celebrate that summer is here, BR is off 40% during Steam Summer Sale!

Hope you enjoy and as always, shoot me some feedback on Twitter @shotgunanaconda or the steam forums :)

v1.05.20190623 patch notes
-New gamemode: the arena
-Bug: Wall props/decoration sprites weren't spawned correctly in certain rooms
-Bug: Weapons turned invisible when picking up babies and never came back
-Bug: BoomBoom enemies now die correctly and dont float around like ghosts
-Bug: Floor sprites now load the correct tiles, hopefully avoiding different hues.
-Bug: Spin mine was damaging all enemies on screen in certain conditions
-Art: Blooddrops have lowered opacity for increased readability

Content Patch "Burn Baby Burn" - v1.02.20190427

The first content patch is here!

Enemy shield Drone


To add more variation and challenge to the later waves there are now enemy drones that fly around and add a bubble shield to your enemies. This Drone has to be taken out before you can damage selected enemy.

New Enemy: BoomBoom


Speaking of variation, a new challenger enters the building. He's called BoomBoom and well... he goes boom.Hope your aim is good.

New Weapon: Burner


New enemies requires new tools. The gun rack now has a flamethrower you can unlock for 5000 credits. Synergizes nicely with dashes and slowmotion forcing you to go in and out of Baby-Mode.

Misc Fixes
-New trap room
-Enemy HP bar doesn't disappear as long as selected enemy is alive. Should now show Enemy HP correctly. Sometimes they died before the bar updated making it look like they still had HP left.

Build should be live, hope you enjoy it!
Shoot me issues and feedback on @ShotgunAnaconda on twitter.

Patch v1.01.20190411

Quick little update with some QoL improvements.

v1.01.20190411
Programming: Added a "Hit Pause" toggle in options. With this off the game doesn't do micro-pauses as an effect. With it on the game pauses for 100 milliseconds when player takes damage and 60 on enemy deaths. This is now toggled off by default. Personally I like it but people took it as a performance issue.
Programming: Wave instructions now has a 3 seconds buffer before they turn invisible giving players a chance to read it even if you accidentally clicked it off.
Bug: Game only checks for unlocked achievements once instead of constantly as the game is running. Should give a small performance boost.

Note: There are some users on high-end computers that have reported performance issues, I've had a hard time tracking these issues down so if this happens to you please leave a comment or hit me up on twitter @ShotgunAnaconda.

Hotfix v1.01.20190406

Quick Update to fix some last second bugs that popped up:

v1.01.20190406
Art: Safes get damaged now visually when shot
Art: added icons to .exe file (whoops)
Art: added new escape menu buttons and a darker background
Art: moved around hud elements
Bug: Death text-string was loading the wrong text
Bug: Mouse cursor now follows correctly in escape menu
Bug: Moved some text in option screen because on some computers the font gets bold and larger which covers some things (unclear how widespread this is)
Bug: Weapon selection now correctly reset between missions. Temporary weapons found in mission can only be carried between waves.
Bug: Babies now correctly spawn on wave 3 and boss waves
Other: to move on from victory/death requires holding the interact button (E). This allows you to dash around to pick up loot and upgrades without accidentally moving on.

Thank you for the support and feedback. Keep sending the bugs to me @ShotgunAnconda on twitter.

It's out!



Crazy feeling!
Thank you to everyone who has supported early and helped spread the world.

If you do decide to get it there's a 20% launch discount for a week.

I hope you enjoy it!
Steam Store

We have a date!



Had some issues with Steams build check but now we are set to go!

Game is out tomorrow 5 Apr 2019 @ 3:00am PDT.

Hype!

What a run in Baby Redemption looks like

We are getting close to release so I thought I would do a quick post showing how a typical run through the game works.

On a highlevel the game loop is: Select your tools -> Select amount of Waves - > Play -> Repeat

Lets go through each step one by one.

TOOLS
You start out in your house with which acts as your hub. Other than being able to see your rescued babies crawl around it’s here you buy/select guns and tools. You start out with a simple Assault Rifle but can unlock 10 (at release) unique weapons that each have their own playstyle. This aspect was important to me, I could easily make 5 different variation of the same gun to boost numbers, but what’s the point? So each weapon feel and play differently. E.g. the Sniper requires you to keep distance and pick your shot, while the Rapid P forces you in close to constantly build your slowmotion and DPS enemies down. Unlocked weapons stay unlocked.

You can also buy temporary upgrades (that resets on death or win) such as freeze or enlarged bullets. There’s also a thing called Schrodingers Box that’s basically your difficulty select. It’s a mysterious box that changes different values in your run (e.g. enemy HP, bullet damage, slowmotion gain) but gives your more loot.

WAVES
When you are ready, you go to your car and select the amount of waves you want to do. You can select one to three and a wave is basically a level. Each wave gives boosts enemy difficulty but has a bigger chance to spawn a baby by the end. Going through 3 waves also has a chance to spawn one of the bosses. If you are lucky each wave can spawn a baby, if you are unlucky it wont. Only the third and boss waves are guaranteed to spawn a baby to rescue.

The further along you go the more HP enemies get but also some enemies can turn into uber variations which makes them stronger and more resilient.

PLAY
Before you get to play the game creates the level. It does it by creating a layout by connecting selecting different rooms from 4 different categories and then connecting them with pathways. Rooms can enter and exit from all directions so the same room can have everything from 1 to 4 entrances/exits.

The second step is to select a game mode for the Wave. Currently there are 3 different ones.

-Elimination
The simplest one where you are tasked with eliminating all enemies found in the level. You win when the last enemy falls.

-Safe Invasion
Somewhere in the level there’s a special safe that requires 3 keys. You need to find keys carried by enemies and then open the safe. You don’t need to actually kill all enemies and can dash around them if you have enough keys on you.

-Zone Defence
Three zones spawn around the level that you need to take over. You do this by standing in them, doing this alerts nearby enemies though and also spawns in new grunts. When you conquer the last one you are done.

REPEAT
If you only selected one Wave you go back to the hub and can do it all over again, but if you selected more you get an power-up (these are instance based so they reset on win/death). These power-ups are varied but can add explosions to your bullets, make them bounce or add a glas bubble around you for defence.

And that’s the core loop. By killing enemies you get more money which allows you to unlock more weapons and then you can start experimenting with tools, difficulty and playstyles.

If want more information, feel free to shoot me a question either here in the comments or Twitter @ShotgunAnaconda.

Hello... are we live?

What a crazy feeling... the Steam page for Baby Redemption is finally live.
I'm going to keep this first post short but this has been a long time coming (for me). Been working on this on and off for roughly 1.5 years as a one-man-indie-game-band and we are so close to release.

All that's left is polish, fixing up the games two bosses and fun stuff like menus.
It would mean the world to me if you would wishlist this game if you have the slightest interest.

If you have questions or want to see some gifs and pics (other than the ones here) you can always check out my twitter.

More updates coming soon! Thank you so much!