Weapons in 101 Ways To Die – Part 7 (The End)

Weapons in 101 Ways To Die – Part 7

We’ve finally made it to the end of the weapons in 101 Ways To Die – for this final installment we’ll be looking at Switches, Teleports and Pop-Up Spikes – altogether that’s a total of 20 weapons and tools! For a refresher on the other 17, take a look at these links:

Part 1 – Inventory, Bombs, Boulders, Spikes
Part 2 – Redesigned Inventory, One Shot Bumpers, Multi Use Bumpers
Part 3 – Fans, Cannons, Slime
Part 4 – Harpoons, Cake, Stun Bombs
Part 5 – Deathlogs, Lava Pits, Mines
Part 6 – Proton Beams, Mirrors, Conveyor Belts

Switch

switch

Switches activate or deactivate whatever tool they are attached to and are when a Splatt walks over it. Some Switches can only be triggered once and will then break, other switches can be triggered multiple times to activate and deactivate whichever tool it is attached to.

switch

Switches can be used to trigger a variety of tools including Boulders, Harpoons, Fans, Pop-Up Spikes and Proton Beams. In addition to this Switches can be used to trigger Moving Platforms to start or stop moving. You can use Sci-Eye mode to see which Switch is connected to which tool – a feature that is very useful for puzzle levels that contain multiple Switches.

Teleport

Teleport

Teleports come in pairs and can be used to warp weapons and Splatts from one Teleport Unit to the paired Teleport Unit. A Teleport can be entered and exited from either side and each side is colour coded to make life easier – anything that goes into the Blue side of one Teleport will exit from the Blue side of the other. Similarly anything that goes into the Orange side will come out of the Orange side of the paired Teleport.

Teleport

This rule also applied to any projectiles shot through a Teleport, making it possible to fire a Cannonball or Harpoon Bolt through a Teleport for a surprise attack that the Splatts will never see coming.

Pop-Up Spikes

Pop-Up Spikes

Pop-Up Spikes are sharp and pointy, just like ordinary Spikes, however the similarities stop there. Pop-Up Spikes will always be connected to a Switch and are stored inside a metal container, making them completely harmless to all Splatts until they are activated.

Pop-Up Spikes

If the Pop-Up Spikes have not been activated by the Switch, Splatts can walk over the metal container unhindered. Once activated, the Pop-Up Spikes will ‘pop up’ without warning whenever a Splatt walks over the container. The Splatt will be thrown up into the air with the force of the Spikes popping up, which will prove deadly for Rapid and Alpha Splatts. The Tank Splatt is capable of taking a hit from the Pop-Up Spikes without dying, so you will need to combine other deadly weapons into your traps to take out this solidly built Splatt.

We hope you’ve enjoyed reading about all the tools and weapons and are looking forward to being let loose in our labs when we launch 101 Ways To Die on Steam, Xbox One and Playstation 4 later this year!

If you wan’t to show your support for 101 Ways To Die we’d love you to spread the word on social media, you can do this simply by following us and sharing our posts Tweets from our Facebook and Twitter pages:

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Weapons in 101 Ways To Die – Part 6

Weapons in 101 Ways To Die – Part 6

Not many weapons left to go now. This time around we’ll be looking at Proton Beams, Mirrors and Conveyer Belts.
If you missed any of our previous weapon blogs or need a refresher you can find the previous installments at the links below:

Part 1 – Inventory, Bombs, Boulders, Spikes
Part 2 – Redesigned Inventory, One Shot Bumpers, Multi Use Bumpers
Part 3 – Fans, Cannons, Slime
Part 4 – Harpoons, Cake, Stun Bombs
Part 5 – Deathlogs, Lava Pits, Mines

Proton Beams

Proton Beams

Previously known as a Laser, the Proton Beam is a highly charged stream of energy that causes Splatts to catch fire if they stand directly in the beam for too long. Proton Beams travel in straight lines and are blocked by walls, tools and other Splatts.

Proton Beams

Proton Beams can be used in combination with Mirrors to redirect the beam around corners and to get the best angle for maximum Splatt incineration. Once on fire, Splatts can stay alive for a short amount of time, if the Splatt does not maintain contact with the Proton Beam the fire will go out on its own after a few seconds, meaning that the longer a Splatt stays in contact with the Proton Beam, the more damage will be inflicted.

Mirrors

Mirrors

Mirrors reflect Proton Beams and can placed on floors, walls and ceilings. The angle of the Mirror can be changed to set which direction the Proton Beams will be reflected at.

Mirrors

Multiple Mirrors can be used in combination to redirect the Proton Beam multiple times, giving it the potential to cover a large area and ensuring that Splatts stay in contact with the Proton Beam for as long as possible.

Conveyor Belts

Conveyors

Conveyor Belts can be used to slow down or speed up the movement of Splatts, depending on which direction the belt is rotating. Conveyors can also be used to transport some weapons like Bombs and Boulders in the desired direction.

Conveyors

Although the Conveyors don’t directly cause any damage to the Splatts, they can be instrumental in bringing about their demise. For instance slowing a Splatt down while in contact with a Proton Beam can keep the Splatt in the beam for just that little bit longer, allowing for enough extra damage to be inflicted for the Splatt to die.

As always (and if you haven’t already) if you want to see more screenshots and GIFs of these weapons in action please check out our social media pages which are regularly updated with cool new stuff.

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Weapons in 101 Ways To Die – Part 4

Weapons in 101 Ways To Die – Part 4

It’s time for the next installment of our weapons rundown. This time we’re looking at the Harpoon, Cake and Stun Bomb. Before we get started here’s a recap of which weapons and tools we’ve covered previously:
– Bomb, Boulder, Spikes (Weapons in 101 Ways To Die – Part 1)
– Single Use Bumpers, Multi-use Bumpers (Weapons in 101 Ways To Die – Part 2)
– Fan, Cannon, Slime (Weapons in 101 Ways To Die – Part 3)

We’ve also had some name changes, so for those of us who have read our previous Weapons blogs, Fodder are now called Franken-splatts (or Splatts for short) and there are three classes of Splatt – read our ‘Meet the Splatts!’ blog for more details on the new names.

Harpoon

Harpoon

The Harpoon features both manual and automatic fire options, the automatic firing will be triggered if a Splatt passes through the red sensor area in front of the Harpoon. As the Harpoon is a very powerful tool, there is a 5 second reload time before the Harpoon can be fired again, which will prevent players from killing all Splatts using just a Harpoon. The force of being hit by a Harpoon bolt will throw a Splatt across a room towards any dangerous tools you might have placed there, which we think is far more fun than just using a Harpoon by itself to kill everything.

Harpoon

Early on in the development of the game Harpoons dealt 100% damage, resulting in an instant kill. This meant that some combos such as skewering a Splatt with a Harpoon bolt that would fling them into a mine would not work, as the Splatt would be dead before they hit the Mine. By lowering the Harpoon’s damage slightly we have made it possible to achieve more variety of RIPs and combos, and as a result, more amusing deaths.

Cake

Cake

The Cake is the ultimate distraction tool. When the Splatts see this sweet treat they will run straight for it, forgetting about the danger around them or their need to reach the exit. This can be an excellent strategy for delaying or diverting the Splatts so that they will walk right into your trap.

Cake

Such is their love of Cake that the Splatts can devour a whole cake in just a few seconds, so your window for deploying your dessert-based schemes will be short – use this time wisely! Cake has a health indicator to let you know how quickly the cake is being used up, the more Splatts sharing the Cake, the quicker it will disappear. The Cake will also disappear if it is damaged by other tools (e.g. squished by a Boulder, blown up by a Mine etc.)

Stun Bomb

Stun Bomb

A Stun Bomb creates a forceful ‘push’ which will not directly cause damage to Splatts, but will cause them to become dazed and confused. This state only lasts for a few seconds, but while in this state the Splatts will not be aware of their surroundings so they will not attempt to avoid weapons or actively head towards the safety of the exit.

Stun Bomb

Stun Bombs can also be used to affect other tools, which very useful for setting your traps in motion. The Stun Bomb will be triggered automatically if a Splatt blunders into it, or can be triggered manually from the inventory menu, this method often requires precision timing to yield the most deadly results.

If you want to see more screenshots and GIFs of these weapons in action (and maybe some sneak peaks at the weapons to come in part 5 and beyond) please check out our social media pages which are regularly updated with cool new stuff.

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Meet The Splatts!

Meet The Splatts!

Those of you who have been following 101 Ways To Die for a while will know these adorably hideous creatures as ‘Fodder’.


They are slow, dim-witted and we find it hilarious when they walk straight into the arms of death. Some of our tests have indicated that these uniform ‘Fodder’ clones do not provide enough challenge or variety, so we set out to fix that. The Fodder have been given a makeover, a name-change and some extraordinary new abilities.

Professor Splattunfuder has been busy in his laboratory cultivating cells and splicing genes, and can now reveal his new creations which we call ‘The Frankensplatts’ (or ‘Splatts’ for short). There are three species of Splatts: Alpha, Tank and Rapid. Here’s the rundown on each.

Alpha


The Alpha Splatts – affectionately called Alf by the Professor – bear the closest resemblance to the old ‘Fodder’. They are the most primitive form of Splatt, the first of their kind, the ‘Adam’ of their species from which all other Splatts were created. These creatures have average speed and average health stats.

Tank


A more advanced form of Splatt, the Tanks have evolved thicker skin and wear protective armour which give them higher than normal health stats. Tank Splatts can take twice the amount of damage as an Alpha Splatt, however all that armour weighs them down, causing them to move at half the speed.

Rapid


The final variant is the Rapid Splatt. As you might guess, the Rapid can move much faster than the Alpha and Tank Splatts but this extra speed comes at a cost. The Rapid’s lighter build is less robust which results in a much lower health stat for this speedy Splatt.

By having these three variations of Splatt the puzzles in our levels can be made more diverse and complex. For example some weapons do more damage than others, so sometimes you must carefully consider which order the Splatts need to be killed in or plan which weapons need to be used on each type of Splatt.
Let us know what you think about the new additions to 101 Ways To Die in the comments or via our social media channels:

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We’re going to EGX Rezzed!

Hello everyone!

I’m super excited to announce that 101 Ways To Die will be playable on the [email protected] stand at EGX Rezzed next week! 😀

For those of you who haven’t heard of EGX Rezzed before, it’s the Indie focused sibling to EGX (Eurogamer Expo). This year the event is moving to London, Tabacco Dock and will run from Thursday 12th March to Saturday 14th March. There’s going to be a fantastic lineup of games (Click here for a full list) as well as developer sessions and a GamesIndustry Fair for anyone interested in getting into the games industry.

We’ll be bringing a selection of 7 gruesome levels from the latest Alpha build for you to play, and running a competition for some lucky people to win one of these killer 101 Ways To Die T-shirts (more details will be announced via our Facebook and Twitter pages closer to the event).

If you don’t have tickets already you should cancel all your inferior plans and buy some right now you can buy them here

Look forward to seeing everyone there!

Weapons in 101 Ways To Die – Part 3

Weapons in 101 Ways To Die – Part 3

One of the key features of gameplay in 101 Ways To Die is the arsenal of weapons we give to players. We’ve already got a sizable number of these devious tools and weapons working in the game, so here’s all you need to know about the Cannon, Fan and Slime.

As the game is still in development, some of these weapons and mechanics may change between now and the release of the game (if we feel that there is room for improvement). We want this game to be the best it can possibly be – listening to your feedback and making adjustments where necessary is an important step towards achieving this goal, so let us know what you think.

Fan

Death by Fan

The Fans in 101 Ways To Die are blade-less (similar to those fancy ‘Dyson Air Multiplier’ fans that look really cool)… Anyway, this means that Fodder that get caught in the area immediately behind the Fan will be sucked up and forced out of the other side (rather than getting blended up into little bits as you might have expected). Fodder in front of the Fan will be pushed back, away from the Fan – perfect for directing Fodder straight towards your most deadly traps.

Manipulating a Cannonball with a chain of Fans

The Fan’s angle is adjustable, allowing you to blow Fodder in a full 360 degree range of angles. Fans have a usage limit which prevents you from using it to trap a Fodder indefinitely; in addition to this the Fan will also affect cannonballs – meaning that cannonballs can be diverted away from their usual straight trajectory.

Cannon

3,2,1, Boom!

Cannons need to be manually triggered; this makes them a little more of a challenge than automatically firing tools as they require precision timing in order to be used effectively. Cannonballs will explode on impact with a Fodder however it will take more than one hit to kill a Fodder.

A Series of Unfortunate Events

The force of being hit by a Cannonball will push a Fodder in the direction of fire, which is useful for achieving certain combos. This mechanic can also be used to trigger a ‘Rube Goldberg’ style chain of events to cause destruction and mayhem by affecting the movement of other tools, such as Boulders and Bombs.

Slime

A Slippery Slope

This super slippery substance causes Fodder to slide along uncontrollably, unable to avoid the dangers that are in front of them (or behind them, or above them… or from any direction really).

Into the Fire

Slime can be used on slopes to make Fodder slide down (perhaps towards certain death), and also on flat surfaces to make Fodder slide along in the direction they were moving when they first stepped foot on the Slime patch. Although Slime does not directly damage the Fodder it does prevent fodder from running, jumping or changing direction, which makes it very useful for diverting Fodder away from the exit and towards their demise.

We hope you’re looking forward to the next part of our weapons rundown, and if you missed out on the previous parts check the links below:

Weapons in 101 Ways To Die – Part 1
Weapons in 101 Ways To Die – Part 2

If you want to see more screenshots and GIFs of these weapons in action (and maybe some sneak peaks at the weapons to come in part 4 and beyond) please check out our social media pages which are regularly updated with cool new stuff.

101 Ways To Die
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Media Museum Lates Round 2

Last week we took 101 Ways To Die back to Bradford’s National Media Museum for another Lates event. We got a very positive response the first time around (read about our first Lates event here) and some really useful feedback from everyone who played our game. We also learned a huge amount from watching people play, leading to some big changes in the game’s inventory and control systems (read about that here).


(Do you like our super stylish blood-stained tablecloths?)

When we were given the opportunity to return for the ‘Lies, Deception and Illusions’ themed Lates event at the Media Museum we jumped at the chance as this was the perfect place to test those changes we made since last time.

What Went Right

  • No bugs!
    The game ran smoothly and the levels we used were more or less bug free. This was thanks to thoroughly testing the build for several days before the event, allowing us time to find and fix any game-breaking bugs we found on these levels.

  • High visibility.
    Lots of people saw us and wanted to play 101 Ways To Die. This was thanks having the use of the Museum’s projector which showed looping footage of our gameplay throughout the night – it was huge and you couldn’t miss it, so a massive Thank You to Gina Cooke and the Media Museum staff for this!

  • People enjoyed playing!
    We set out to make a fun game, but there’s always that nagging insecurity that other people won’t like it. Well it looks like we can put that fear to bed for a while (until it inevitably comes creeping back).


(Looking good on the big screen.)

What Went Wrong

  • Last minute panic.
    The Lates event was held on a Thursday evening, which meant that the equipment being used for the event was in use during the day for developing the game. This gave us about half an hour to get the PCs packed up, taken for a short drive to the museum and set up for the event (a pretty small margin for error).

    A comedy of errors then ensued – the guys arrived at the media museum with the PCs 10 minutes before the event was due to start. Then while we were carrying the PCs to our table (up a lot of stairs), our junior level designer who was dropping the equipment off, drove home with the monitors still in his car! We were able to call him before he’d driven too far and get the monitors in place just in time (more or less).

    One of our setups worked without a hitch… but for some reason our second PC was not letting us log in. After some frantic ringing around, we managed to get the admin login working about 20 minutes into the event. Better late than never…



(Spot the community manager – hint she’s the one channelling her inner Zen to recover from the “WHERE ARE THE MONITORS?!” fiasco…)

  • Lack of tutorials.
    After the big changes we’ve been making to the game over the last few months we required new tutorials to teach the player how to play. Unfortunately these were not quite finished in time for the Media Museum’s Lates event. This meant there needed to be at least one of us on hand to explain the game and the controls to each person who played the game. This wasn’t a terrible thing as it gave us plenty of practise at getting our ‘elevator pitch’ right, and gave us a chance to interact with every person who played the game to get a good idea of what they thought of the game.

  • Target audience.
    The previous Lates event in October had a ‘Digital’ theme and primarily attracted people who were gaming and tech savvy. The latest Lates event had a more psychology orientated theme – ‘Lies, Deception and Illusions’ which attracted a much more diverse mix of people, many who did not identify as ‘gamers’. We met a few people who had never held an Xbox controller before (or any kind of gaming controller in some cases).

    This presented a bit of a challenge – some people who seemed curious about the game were reluctant to even try playing, giving excuses like “I’m not very good at games”. People who were more adventurous and picked up a controller often needed a little more guidance than simply being told things like “use the trigger buttons to zoom in and out” because they didn’t know which buttons we were referring to when we said “trigger buttons”. I got into the habit of pointing to each button on the controller each time I mentioned it, which seemed to make things easier.

    The fact that many of these people still enjoyed playing the game even with these barriers to overcome makes me feel very optimistic about 101 Ways To Die – I’ve seen self-professed hardcore gamers and gaming newcomers alike enjoy playing our game. That’s something that we should definitely feel proud of.


(Comment of the night goes to “I like this I’m actually good at it!”)

Overall, showing 101 Ways To Die at the Media Museum’s Lates was amazing fun, we were able to get some useful feedback from a diverse range of people and our game will be the better for it.
That’s all for now, if you’re not already following us on social media then you can like us on Facebook and follow us on Twitter by following the links below.

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