Devlog #3 - So What Is This Game?


How are we all? Welcome to this weeks devlog! We feel like we are finally at a place where we can actually tell you what this game actually is! We've spent the last few weeks playing around with the idea and figuring out just what we are making. There were a lot of ideas floating around in the air but our lovely game designer Ben managed to grab them all and throw them together into something cohesive!

The where's, why's and who's of Bad Bat [Working Title]:

You have just been recruited [mostly voluntarily] into Bad Bat's fledgling criminal enterprise. You are a henchman in a crowd of henchmen. It is up to you to become the best henchman you can be and prove yourself to be Bad Bat's trusted right hand. To do this you will have to help him take his place as the King of [Name] City. 

To do this you will need allies but it is difficult to know who to trust in a Villain's lair where everyone's job is to do "evil stuff". You will have to get to know the many characters that occupy Bad Bat's world, but be aware, villains don't trust easy, not should they be trusted. One thing everyone agrees on though, without hesitation, is don't cross the boss.

Bad Bat would say he has had a hard life, but that would only be true when compared to other millionaire trust-fund babies. While he may be petulant and delusional, he is equally cunning and ruthless. He is determined to step out of the shadow of his father and carve out an empire for himself and he is preparing to eliminate all who would oppose him, regardless of what side of the law they are on.  

The combat "meat":

The core gameplay of Bad Bat [Working Title] will be based around your two gauntlets, Gadget and Gizmo. The player has a gauntlet on both arms and they are used for combat / traversal. Gadget, the gauntlet on the players left arm, utilizes "Tactical" attachments. These attachments can be used to gain a tactical advantage on your enemies, whether that is by placing teleporters to get back behind cover or by disabling electrical units in the level. Gizmo, on the other hand [literally], utilizes offensive attachments. These are used to cause harm or to accelerate your combat either by giving you abilities like a super strong "claymore punch" for up close encounters, or by equipping the player with advanced weaponry like their finger gun pistol and grenades for those long range battles. Below is an example of the player changing between their grenade and gun ability on Gizmo.

As always make sure to follow us here on itch.io for your weekly devlogs and maybe a few cheeky test releases, and follow us on Twitter for some more regular updates from the team!

cám ơn and thank you,

Round Table Studios.

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