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Hello everyone! I hope you all are enjoying version 0.9 of Baldi's Basics Plus! I'm ready to start prepping the next podcast episode, which will be focused on the development of version 0.9, so I'm making this post for you all to ask questions for the episode.

Please post your questions as comments to this post and I'll answer a few of them in the podcast. If you posted a question previously that wasn't answered, feel free to post it again. If you posted a question as a comment to the previous podcast episode, please re-post it here. To keep things simple, I'll only be sorting through questions commented on this post and the corresponding Kickstarter post.

I will wait at least a week after this post goes up before recording to make sure there is plenty of time for you all to post your questions. In the meantime, I'll be busy working on version 0.10 of Baldi's Basics Plus. Development of this update has gone super well and I'm very excited to share some info about it soon!

Comments

Anihotta Sierra

Greetings my good man, will you release parts or currently available ost to platforms such as Spotify or Apple, or will you simply release it alongside the final product? Either way, I love the music and would be listen to it besides YouTube. Have a baldtastic day!

GrainyWayGalxay

I know you are probably tired of people asking about this, but a very long time ago you mentioned a character named Pencil Boy that you had at one point been considering adding to Classic. Did you ever put any thought into how this character would look or sound?

Emery Szumetz

Will null be in baldis basics plus

Jadey-ite

Hello, it's me again! I have a more simpler question this time around! The sprites used for Baldi in the tutorial look a little different compared to Baldi's other standing sprites in game (his hair is more visible/smaller details being more noticeable like his miscolored elbow), is this due to something along the lines of just how they were dithered, or something else entirely? Either way, the update was great, I enjoyed it a lot! Excited to see what you have planned next!

CruzTheEraser

Is there any more plans for baldi related merchandise? Like new action figures n collectibles in general?

PeakLordBR

Do you plan to remake some Baldi renders just like you did with the original smiling Baldi, that you replaced it with the new "Talking Baldi" from the tutorial?

kal

Approximately how many floors will Hide-and-seek mode will have in total by the end of Plus's production? Asking because I'm really excited to see new floors be added to the game!!

ThePhoneMan

Are new characters gonna be added in some sort of Characters Focused update or will one just be releasing at random from time to time? It's been a bit since Dr. Reflex was added into the game and im wondering what your strategy will be for that, same with items

David Laner

How do you decide what kind of surreal, unsettling elements to add to the game? Do you have a specific creative process for making things just the right amount of weird?

Shabble Dabble

Does Dr. Reflex fear apples like most other doctors? He's not exactly a conventional one, so I wondered if he was different from the classic doctor stereotype! (Also, I don't think this should be a new use of An Apple For Baldi, since that item's good enough as it is, and technically, doctors shouldn't be afraid of apples that their patients won't eat.)

Harma 22

What can be expected for the unlockables to be like in the final game? The Explorer style description is the first time they are mentioned in game, and in a while in general, so knowing a little bit more about unlocks would be nice. (especially since they likely won't be added until v1.0, not counting the seed selection)

Thatkid 143

will baldis basics classic remastered still be ported to mobile?

nineteen

Why did you decide to make new sprites for Baldi for the tutorial?

Nerd Pig

How do you design a item in BB+? Like what's your thought process behind designing it?

Anonymous

(WIP) (PLEASE READ EVERYTHING. I HAVE LOTS OF POTENTIALLY HELPFUL FEEDBACK AFTER QUESTIONS) I know I was extremely greedy on the previous question post (and I still might be pretty greedy) so I'll ask far fewer questions this time. First, I'll ask questions related to V0.9 specifically, then I'll ask questions related to the broader topic of Baldi's Basics Plus's development as a whole, and after that, I'll ask questions unrelated to Baldi's Basics. Also, in the replies (this post originally contained the feedback before I decided to move it to the replies, which is why there are earlier replies adding onto it), I want to share a few things and promising sprouting seeds (that I'd like you to cultivate even further into beautiful blooming flowers) I really liked about the game (these aren't going to be the only things I liked though :) ), then I'll share a lot of feedback relating to how you could improve the game, ranging from pieces that should be easy to implement immediately, to content and improvements that you might be able to implement in a major update a few months from now, to major things that can wait for V1.0 (and other things I want to bring to your attention. Also read the replies which add onto my feedback. By the way, some of the feedback was based on what others said that I forgot to mention that it was inspired from others), which I want you to read but you don't have to respond to in the podcast itself if you don't want to. I try to avoid suggesting the type of things that you've said you cannot take due to personal and legal reasons, instead opting to suggest simple improvements, small features, actually big content but the suggestion I make is hopefully not too specific, and other similar stuff, but I might occasionally do that by accident. If you only respond to a select few of the questions, I hope you've read the rest of the post, especially because I have a lot of feedback that I think will be useful. Some of the pieces may not be perfect (part of that is because I sometimes have difficulty explaining things well), and I've doubted whether they are, but I kept them in because at the very least, there's at least a better version of the pieces that you can get out of them, and they'll bring something to your attention and you could do a change to them, even if it's not exactly what I suggested. V0.9 questions ---- 1. When will you actually do a primarily/purely bugfix update like you previously planned for V0,9? February of next year? 2. Do you think it was worth it to scrap the bugfixes in favor of the tutorial and menu improvements? 3. I want to hear the uncompressed and unnormalized (though still dithered) versions of Baldi's tutorial lines. What do they sound like? ---- Other BB+ development questions ---- 1. Could you create a rough estimate of the reasonable range of time within when the game's last early access version, then V1.0, will release, thinking about a rough list of content and major updates you want to put in the game by then? 2. How much has the game design document changed (I'm sure it's a living document because you don't want to unnecessarily restrict yourself to sharing outdated plans and then explaining newer plans you have) and what more tidbits could you throw from it, if you want to? Said tidbits could be just the unblanked text describing features that were unreleased at the time of the game design document but are now released. 3. How often do you read the Steam bug reports? I have only seen you respond to the first few posts or so, and you haven't put the other bug reports in the known issues one, not even in a "unverified" section. 4. How hard will you look for harder to diagnose problems (like item unbalance, mechanics that seem to be or are actually working somewhat well but could work even better, bugs that occur in more specific circumstances than more easily detected bugs, and code that could be made cleaner but doesn't look horribly spaghetti-y yet) to fix by the last early access update or the final release? 5. Are you going to modify or outright re-do Endless Medium near the end of the game's development? Could you also do that to the legacy challenges (despite them being there for legacy purposes), because you want to improve the experience? 6. If you are, when are you going to re-implement Hide-And-Seek levels that have a mix of Math Machine (or other tricky activities) and plain notebook classrooms, like Floors 2 and 3 were before V0.4? 7. How much will you balance the humor and horror aspects of the game in V1.0? 8. How did you make Dr. Reflex sound the way he does? 9. Can we hear a Classic-Remastered-style re-recording of the scrapped "I hope you like bees, because it's time for spelling!" line? ---- Unrelated Questions ---- 1. What do you think about Incredibox? In my opinion, it's a cool and fun game, with catchy music. It deserves to be more popular, somehow not _quite_ reaching there with the boom of Sprunki's (unintentional; the creator of Sprunki, NyankoBfLol, has said himself that he just made it for fun and didn't expect it to boom like that) popularity. 2. What about Sprunki? In my opinion, it's also a cool fangame of Incredibox, with catchy music and a cool twist, but the whole drama surrounding its popularity, such as content farms, Nyanko getting harassed and even targeted by a bully doxxer who attempted to get him swatted, etc., is just appalling.

The Riddle Goblin

Have you began on implementing or brainstorming any new field trips. If so which ones are you willing to share here.

The Dapper Cat

What characters do you find to be the most bothersome in Plus so far?

PSPLeafFox

Hi Micah, I've been playing your games since 2018 and the Baldi's Basics series still entertains me when I go back and look at the updates. One of my questions is will the other characters get redone voices like Principal and Baldi? And another question is will the captions get a unique look in the future? Love your game and I'm excited to see what's next.

@88!

What was it like developing and balancing Glitch Style (if you can talk about it)?

nullifiedcode

Does any of the other characters have estimate ages? I know Baldi and Beans have an age but I've always wondered what ages the other characters were, if they even have one.

lame dan

the item problem i feel like is also something big boots and whistle suffers with too, but more nuanced Big boots kind of a lesser faculty nametag, it's instant use but with the nametag you had to savour the 15 seconds it gave you as the item is extremely op, rushing through obstacles without being delayed is SUPER usefull against baldi, what makes the faculty special was the fact you had to use it's timer strategically, which doesnt work for boots for starters the 60 seconds the boots give is just too much, as it's basically the length of every floor, you can just use it immidiatly and finish a floor with the effects still intact But also even if it was 15 seconds it kind of... doesn't matter? the timer is short sure but charachters that push (CC,1P,GS) you can either be countered like playtime as easily and they're not really run killers than say charachters that delay you (PT,POTP,Beans), they're kind of pushover and the situations they can get to your doom is extremely situational (especially if the level is randomly generated), So like the problem with the boots is that they are instant-use items not cause they are op but mainly cause they legit have no use to be saved for. which is not the case for faculty nametag, they serve the same function (disabling obstacles while being instants) But there is strategy to why you save a faculty nametag, there's also synergy involved with the nametage which... the boots outright has desynergy (grapple and banana)

Albi Gjyliqi

Did you ever have an idea that you wanted to implement into the game but then stopped mid-way or didn't even start? Why and what idea was it?

lame dan

accidentally hit enter so i edited the comment, i mentioned the whistle which i have some feedback to give for but i wanted to mention the boots cause it's an item like the scissors or the keys that i feel like it needs a WD-squee revamp i feel like, alot of classic (and whistle) items need a WD-squee revamp (I mention WD-squee cause it got overhauled in 0.6 to better suit plus gameplay format) Alot of classic items excluding the zesty and bsoda, do not work for plus like they did for classic. Clock was too unreliable so it got changed in 0.3.8 Boots was a slot-waster so it got change in 0.4 (but i think the item still needs a overhaul) Tape was too situational and risky so it got changed in 0.4 Bsoda was OP, so it had to be rare in 0.6 with it's own nerfed variant Wd-squee was... Bad, so it got changed in 0.6 Clock and tape changes were minor mainly cause they do fit seamless with plus gameplay loop, they just needed changes that would better suit plus. but items like the keys and scissors do need a overhaul mainly cause what made them work in classic does not make them work in plus scissors was made to be a playtime counter cause she was one of the main threats in the game that didn't have a counter, POTP had tape, GS helped more than he was threat but you could hide in class to get rid of him and Bully and A&C can be dealt with easily. Playtime on the other hand was the reason of most run-kills on classic, she was random and her poor eyesight didn't matter as she could appear out of nowhere in a hall, so the scissors were great for this as they made a counter for a what is considered big threat in classic But now playtime has her own set of counters, and she can also not appear in floors, alongside the fact 1P also has his own range of counters that lead the scissors useless, especially if you don't have a floor with them in it. In a game where a variety of items already counter several others it's kind of redudant to have a item to counter especifically 3 charachters, even now that those charachters aren't threats. Keys only work for chalkes even so that he was adapted to make the scissors somewhat usefull, but then again the scissors becomes kind of... specific, there arent alot of charachters that can lock rooms, and even if there were there still other charachters that you need to use your item slot for (ESPECIALLY baldi)

lame dan

(The part in brackets can be edited out as it's just me explaining how i do questions: i not sure the exact rules of questions but what i do is i put the question i want to be most answered in 1st so i can use the others for later questions, if you want to answer some of them you can though! i'll list the others like "V.0.9(9) questions" "Dev questions" "Ninety nine" or smth like that) 1-WheN do you plan for the musIc update? You said earlier that you'd be doing a music update iN somE earlier podcasts aNd im wonderIng if it'd be at the eNd of the early acEss cycle or during it, like 0.14 or somethiNg, Im askiNg this causE i've NotIced you like to use Leitmotifs in soNg Especially "That's Me" So im woNderIng if there will be more uNhEard music ideas. There's also the fact we might get a re-reNdItioN of school so that's quitE Scary. 2-Plans on having any more voice lines that aren't baldi for older charachters? AKA playtime,principal, Pomp Etc. You did an update once with principal and pomp that gave them new voices so im wondering if eventually they have brand new ones! 4- update on having a baldi basics plus producer? 5-if you were to make an infinite floors mode, how would it be like? There was an old infinite floors mod that i really liked that basically just made Baldi's but more, i feel like the design philosophy of endless mode for you is "Try to up your best" as oppossed to "Try to keep up as much as you can" like that mod 9- The birthday is coming up, anything cool being announced? 7- it'd be cool to have guest appearances like Cady in the podcast, getting more neat information about the whole formation of baldi basics 8-Any plans to bring baldi into the podcast? He sounds like a really good guy, i've heard he even let ME be his test subject for his big project! 99999- why the blue elbow

HPR

1. Will you be updating the tutorial when new "core" mechanics get added 2. Will you re-record all of the Baldi voice lines with your new mic? The difference isn't that jarring but its noticeable. 3. Do you plan on adding an infinite mode, where you just keep going up floors until you lose?

Anonymous

Even though I'm not Micah himself, I can confirm that no, Null won't come back in Baldi's Basics Plus. Micah has confirmed himself that he has no desire to use Null again in the future, and has actually put the character (though not the assets used in the Baldi games, or Micah's own likeness or voice) in the public domain. He did say that he took a little inspiration from Null when coming up with the story that he plans for Baldi's Basics Plus.

DEEJAYY

Two questions: 1. When will baldi's basics plus be released on console (if so which ones)? 2. Will there be any new characters?

Anonymous

I'm not Micah, but I can confirm that there will be new characters. The store pages of the game lists custom NPCs in the list of currently implemented features, with a notice saying that more are planned.

Crystal the Protogen

Hi MystMan12 your game is amazing also I have a question What does TBA stand for and what hint can we get to see for the games lore that's up coming

hopja

Are there plans for a more diverse set of characters in the future? The cast is primarily made of characters that use masculine pronouns.

Gabriel

Is the 99 secret from 0.7 connected to the lore? or is it just a joke?

MrFred

Do u think you'll add new challenges and modifiers (eg No Map)

Keegan Gilman

how did you not get decompile errors while makeing BB+

RealDoox

do you still have the old undithered files to any old classic sprites, mostly principal, or textures? if so, will you ever share them to the public in any way

Elite Guardian

I have two questions for you... 1. I'm curious to know, Bijuu Mike has been going crazy about the blue/Grey spec on Baldi's arm. Does this hold any significance or is it really just a rendering error? I realize it's been around a long time but never took notice until now. and 2. Another question I just thought of.. Will the Principal ever be able to interact with other NPCs? Or always just target the player? (Beans for example)

louiefan24

- do you have any plans or intentions for another more mainstream/mass-produced merch partnership after plus releases? (specifically not referring to more makeship stuff, since those are limited one-offs, though i do love them) - about what percentage of old unedited assets (renders, photos, models, audio, whatever) do you still have lying around? if its a lot, do you keep them for any particular reason besides just preservation? - about the music playback overhaul you mentioned in the first episode, what ideas do you have that wont work with maestro, and is there an estimate for when youll start to work on it? - are there any major sprites youve considered revamping? not just tiny changes like baldi's elbow being made blue in the wave animation, but full on new sprites/renders for existing animations (these ones are reposted from ep2 qna) - does the "mrs" in mrs pomp's name imply that she has a husband, and if so, have you ever thought about what he might look like? - who was your favorite character so far to work on from a development standpoint? can be anything, whether it be conceptualizing, spriting, voicing, coding, etc

louiefan24

cant answer about potential significance since... well, im not mystman, but that blue elbow has always been a detail on baldis model (its especially noticable on the dancing in the ending), and he did change it to be blue on specifically the waving animation in 0.9. it shows up as a grey sliver sometimes in sprites, but id imagine thats a product of the green on his arm overshadowing it after compressing and dithering

Daniel

how long did it take for you to make the level generator generate properly?

Jofitzy

(Sorry for reposting this yet again) I have a few questions, you don't necessarily have to answer them all: 1. How did you manage to convince your sister to scream into the mic for Mrs. Pomp's angry state, and do you have any plans to invite her on the podcast as well as your brother and your cousin, Joshua Valent? 2. What was the main inspiration for Dr. Reflex's design in both BB+ and the Baldimore Comics? Some people claim it's Wallace & Gromit, is this true? 3. Do you have any plans to add the Expelling feature that you mentioned in an old Kickstarter post? 4. Do you have any plans to use your GameBanana account for anything? (Coding, Modding, etc.) 5. What settings did you toggle in Audacity for Dr. Reflex's angry voicelines? 6. How much will BB+ cost by the time V1.0 releases? 7. What you going to do about the websites that pirate BB+? 8. Have you heard about Saintza4's upcoming fangame "Jim's Basical Tutor Class"? If you have, what are your thoughts on it? 9. Are you planning to update the screenshots for BB+ on itch.io, Steam, Gamejolt, etc. as well as make a new trailer featuring its current features?

Org his Anim8ing

So, for the 3rd time, where is the fog and gravity machine in the SUPER schoolhouse

Vanquiler

Are there any plans to publish the older versions of BB+ that were only available to Kickstarters or will they stay exclusive to that?

Diamond Dump

Is there any plans to up the horror during game-play? It seems like with plus the horror has been heavily toned down compared to classic.

Mr. Eel

How would you enter the Super Schoolhouse if all exits are elevators.

Anonymous

Although i'm not Micah, I can confirm that there are. The game's store pages list stronger horror elements in the list of features that are planned to be added later in the game's development. They'll be added much later in development, I think around V1.0, since other important elements like the planned story will be added then.

FuzzBunny

hi mystman!! i have two questions for u that i hope to get some sort of answers!! 1. if you could redesign any existing character / element in the game, what would it be and how would you redesign it? 2. will we see characters like playtime, gotta sweep, arts n crafters, etc get more important roles in the game other than being npcs that spawn around the schoolhouse?

M GAngelPlus

I also forgot to ask a third question, what if you redesign 1st Prize into 3d model instead of 2d model for v0.10

M GAngelPlus

Do you plan to remake Baldi angry sprites just similar to BFNS Plus Classic Edition when Baldi is done counting to 10?

Domain

Will there be more characters added in upcoming versions?

Domain

I don't think he'll make 1st prize 3D.

Mc Mcarthy Jones

Will there be any sort of meta progression in the game? I've always liked how in Isaac you have to do everything as every character. It gave the game a lot of replayability and encouraged me to play as characters or go routes I'd normally ignore. Will there be anything like that in the full game of Baldi's Basics Plus?

baldigaming285

1. Is the expel feature coming back?

baldigaming285

2. Will there be more items in 0.10? 3. Is the farm coming back in 0.10

baldigaming285

4. What is the biggest feature/thing that you have added to 0.10? Can you tell us a bit about the big feature, if there is any?

Josiah Wills

How did you learn so many different art/animation styles? There are so many different kinds, 2-D, 3-D, Live-Action, even freaking sock-puppets, what inspired you to add in so many different kinds? =] (Love Baldi's Basics, thanks a lot! :D )

Anonymous

I'm not Micah, but I can confirm that there will be new characters. The store pages of the game lists custom NPCs in the list of currently implemented features, with a notice saying that more are planned.

Michael

Will the farm come back in 0.10 or in a other future update?

Marsaus

Mystman, PUHLEASE FIX THE FARM TRIP, like Michael said, you had 1 year to fix it, you could've fixed it when you were developing 0.8, but NOPE! You fooled us all [Baldi's Basics Fans]. Explain why did this happen?

Bradylovesgraps

Is there any big ideas that have NEVER happened that you want to explore in plus?

Bradylovesgraps

Now that I think about it. Ur just a troll. Sad!

Nour

Decided to go with my previous question because, uh, why not. lmao: Since BB+ has gotten a handful of updates ever since Classic Remastered (sound propagation, updated HUD, etc) would Classic Remastered ever get updated again?

Anonymous

Mystman12 has several other things to work on in the game, and I think he still needs to plan out the farm field trip before he starts working on it. Besides, even if you're just talking about temporarily bringing back the version of the farm trip accessible from V0.3.2 to V0.3.8, it'd mean that the game would have an old outdated field trip alongside a brand new camping trip, and he'd probably have to remove it soon when he starts working on the new farm trip anyways. It'd be way too difficult to keep the old farm trip while, at the same time, working on the new one, for what's worth the effort. It's not like the farm trip is such an essential feature to the game that it absolutely needs to be added the next major update after the camping one or else mystman12 is an incompetent fool who would be as bad as if the level generator for Hide-and-Seek and Endless mode was completely broken and all pre-made levels (except for the Grappling Challenge, which is arguably the weakest legacy challenge the game has) and the field trips crashed and all he did for months on end was make unnecessary changes like changing Baldi's name and appearance, giving Principal a high-pitched voice, making Playtime a cheerleader, changing the game's aesthetic to be one of 2000's Flash cartoons, etc.. EDIT: Putting that aside, I'm sure he'll bring it back in a major update coming soon; you just have to be patient, just like we've been for the rest of everything in the game's development.

Penutzam

I would guess 0.12 or 0.13

Penutzam

Not likely, considering there is only one playable character and mystman12 has no intent on making more. But there will be secret levels, if that is what you are referring to.

Penutzam

In the files of one of the Baldi's basics demos I think, there was a voice line that referred to a scraped scuba diving minigame. Do you have any intent on adding scuba diving minigames in future?

louiefan24

that was actually from the strange terror in the deep cameo, which is a game i know nothing about and cant explain beyond the fact that baldi was in it and had unique lines and that was one of them. similar thing to boofies bunker i believe. wouldnt be shocked if some aquatic-themed minigames showed up in the future, but i can say for sure that it wasnt for baldis basics

MillyNilly

will that strange distorted baldi wall called "dsci_0000" that's seen in the classic birthday bash ever make a return in baldi, asking this since he's strangely one of my favorite characters, if he's considered a separate character

Matthew

Do you have a process when it comes to creating new characters? I find it so interesting at how unique they all are

Phoenix Cloud

Many people wonder about how many characters you plan in the full version, do you have an estimate?

SatinFoil

Do you have plans to revamp some of the characters' designs that are rough around the edges (like playtime) or is it too iconic?

leafling in da sunset

One of my favorite aspects of BB are the multiple art styles (3D models, poorly drawn drawings, real life pictures, and now clay). I have to ask, how do you decide what art style each object, character, item, etc should be?

TheMrBald

Do you prefer to ignore fan-made lore and see the character as a straightforward figure with clear motives?

Pappithy

do you see yourself doing more baldi collabs with other games? i know youve done some before but they arent that frequent anymore.

PizzaOnWheels22

Pretty sure it’s supposed to resemble the same character as “BadSum”

Tezy Nuz

Would you ever plan to add some sort of online functions to the game (e.g. Leaderboard, Fanmade Maps)

ALT_effore

Will you plan on doing any re renders like what you did for the Baldi praise sprite

nineteen

and will you replace baldi’s regular sprites to these new sprites in the future?

Nova_

Since you added a dedicated tutorial mode, will you be adding other ways to teach the player outside of it? I think there's still plenty of opportunities for that, since some parts of the game like item functionality aren't really covered there. I know there's things like posters but some aren't very clear about it. I think something like a tip box inside the elevator would be really good. Also, was there a point in development where you were trying to add something to the game or fix a bug and you were REALLY struggling to do so and it was stressing you out? Love how the games turning out keep it up!

PizzaOnWheels22

Are there any other indie horror titles that have inspired you in any way, or that you just generally enjoy/look up to? I know you’ve briefly mentioned things like Five Nights at Freddy’s and Bendy and the Ink Machine in the past, but is there anything else that interests you?

DexoXeck

Hi, it's Dexo. Any idea on what the "dialog/gameplay" ratio will be like towards the end of the game? The tutorial made the character of Baldi feel SO much more alive, so I have to wonder: are there more instances in the main hide-and-seek mode where you plan to make Baldi talk more? Thank you, and have a great recording session! :)

Thatkid 143

Will Baldi's Basics Classic Remastered still receive a mobile port?

Thatkid 143

"TBA" stands for "To be announced"

Anonymous

Sorry for leaving another comment here, but I really want you to read my post. Alongside the questions I've asked, I've decided to also add over 100 pieces of feedback in the replies (That's how dedicated I am! I would really like to see the game be as good as it can!) that I think will be useful to you and the game, so I recommend that you please read it,

Anonymous

I split the feedback here so the parent comment also containing the questions isn't too large. Things I Liked About The Game ---- 1. I like how surprisingly hard the game can be even with high-end items from Johnny's Store and the field trips. The items are still very helpful, but they're not a simple one-way ticket to victory. It shows that the game is transitioning from being too easy like it was in older versions. 2. I like the fact that Baldi can't take an apple you're carrying while his ruler is broken; not only is it fair, but I just thought about it and it made sense why; apparently, Baldi has to have a working ruler to be able to touch (or, in the case of the game, tag) you. He also has to be able to touch you to get that apple. Since he can't touch you with a broken ruler, he can't get that apple. Whether it was intentional or not, that's a nice detail! 3. I like how good and flexible the code for the game looks so far! I'm planning to make an ambitious mod of the game sometime after V1.0 releases and how the code will be set up and organized will hopefully make it relatively easy for the mod to be made! I know you've said you're not going to actively take into account mod support when working on the game (but are sure modding will still be possible), but you seem to be such a good programmer that you might as well! Please keep it up and further improve the code such that it's easier on your part to make Baldi's Basics Plus and for fans to make fun mods of it! 4. I love the dynamic, emergent entity system! It makes gameplay very interesting, and I'm excited to see how you'll use it in even wackier ways later in development! 5. I like how the game has been shifting towards encouraging using your brain instead of being on auto-pilot in recent updates! It punishes rash choices and encourages a proper strategy! 6. There's a decent amount of variety between seeds in randomly generated levels at the moment! By V1.0, you should make it so extreme (yes, I'd like _extreme_ variation between seeds) that even when you 100% the intended achievements, secrets, etc., there's never a feeling of "Now what?" In other words, the "what" will be to play another playthrough of Hide-and-Seek, which will also be uniquely distinct from the other playthroughs! 7. After looking at a follow Patreon's comment using the abbreviation "BB", I realized that it looks like 99, which is going to be a lore-related thing in Baldi's Basics! That's a really cool coincidence! 8. I like how the WD-NoSquee item works! It's actually very interesting how it silences an area and creates a risk-reward situation! 9. I like that the field trip rewards (and whatever items you might've swapped with them) are brought over to the Pit Stop if you leave the camping hub and they're still there! I think it would be easy for a developer to overlook the possibility of leaving the hub with the reward still there (at least in the initial update that the field trips were added), but as far as I know, it was already added! ---- Feedback ---- 1. I feel like some items, like the Principal's Keys and Safety Scissors, are not consistency useful enough for the game's meta, and one could instead opt to have an inventory of better items (even if they serve different purposes, they can be used well in a broader range of situations), like Dirty Chalk Eraser, (Diet) BSODA, and Baldi's Least Favorite Tape. It feels bad to be in a situation when PK and SS would be useful but I don't have them, and when these items are right by and when I just so happen to be in that situation, I may grab them to deal with the situation quickly, but I don't find myself in these situations a lot, and other items and strategies may deal with them better. 2. Playtime is currently too easy to deal with right now in my opinion; usually, when you're jump roping with her, there's a wall that you can hop around behind to end the game very early, thus making the game not as punishing as it should be and encouraging the player to run to around a corner of a hallway rather than just leaving her line of sight. How easy it is to end Playtime's game that way is one of the reasons that Safety Scissors isn't as useful of an item as it should be. 3. On a more specific item balance note, someone has brought up Swinging Door Lock, at least in randomly generated levels. They point out that it could seem perfect to lock a swinging door to block Baldi off, before he quickly comes back anyways along the path you were planning to go on after locking that door. To make my point clearer, in maps like the classic Schoolhouse, usage of the swinging door lock will force Baldi on a long path that he'll have to go on to return to you, making the item quite useful, but in randomly generated levels, the path he goes on tends to be rather quick. I think that to remedy this problem, you could have more intentional and intelligent swinging door generation, like having designated swinging door spawn points. Also, currently, swinging doors can spawn through lockers, which looks weird and undesirable, so I'd recommend excluding tiles with lockers from the designated spawn points. Also, you customize the spawn points even more so that special swinging doors like one-way and coin doors spawn in positions that work best. I just thought of a scenario in which a seed could theoretically start with the first elevator starting at a dead-end hallway near a big room and then a one-way door before the swinging door to the big room, either trapping you near the starting elevator or making you unable to beat the level upon collecting all notebooks, so you should make the scenario impossible. 4. I don't think big rooms should have multiple swinging doors on 1 side; I think 1 swinging door is enough for each side, and the classic Schoolhouse's cafeteria had 1 swinging door on 2 of its 4 sides. Also, it makes the Swinging Door Lock almost useless in such a case, as NPCs could just go to the other swinging door on the same side to reach you anyways. If you still want to have 2 swinging doors on each side, you could instead opt for 2 one-way doors, like a sort of "Enter only" and "Exit only" type of thing. (Note: I played a seed (Seed 25 F3) with a big room with 1 swinging door on each side and I think you tried to do a thing in which there is a swinging door on all sides of a big room, but especially in Floors 1 and 2, the other swinging doors tend to instead be on the same side as one other. I think you should force a swinging door to not generate if it could only generate on the same side as one other, or just create 2 pairs of "Enter only" and "Exit only" style one-way doors) 5. I think that later in development, poster generation should be made more intentional, like placing item hint posters around the corresponding item pickups in rooms, making the posters more relevant for the situation at hand, and the tone and feeling they add that's appropriate for the situation. Currently, they're just placed in locations (seemingly) at random. (Edit: I think the generation of other decorations, structures, etc., should be made more intentional. I'm a bit tired from giving so much feedback, but in short, make generation of everything intentional and intelligent by V1.0. Also, as a side note, currently, the school rules poster can appear in faculty rooms, even when they're presumably for the students) 6. Make sure to be careful about the cleanness and flexibility of the code you're writing for new features in Baldi's Basics Plus, and clean up any remaining spaghetti code that may be remaining in the game. 7. The ability to pause in the field trips allows for cheating, letting players get undeservedly high-end items or high record scores in the dedicated endless field trip mode. Obviously, Quick-Pick-Nic will be the better minigame to perform the pause cheat on. You could allow for pause breather sections within the minigames but I feel like they're best played without the ability to pause, since the adrenaline and the feeling-on-edge will make it more exciting. Instead, you could implement the function to be able to hold the ESC key for a second to quit a minigame, like what was added in V0.3.2. 8. If you beat 6 rounds in Quick-Pick-Nic in Hide-And-Seek, that's all you have to do, as you could just lose the 2 other rounds and earn the same rewards as you would have with only 1 X or even none, minus the 250 YTP perfect bonus. To remedy this, I'd recommend to add an additional round the player has to do if they get an X, so the game would end on Round 10 if you have 2 X's. 9. Some descriptions for items sold in Johnny's Store look somewhat weird when they use periods instead of exclamation marks. For example, it looks strange that the description is talking about the Grappling Hook being able to take you away from sticky situations in a seemingly calm, even sarcastic, way, especially when it says, at the beginning, "Fire this baby", which you'd expect to be said in a more excited sort of way. 10. When you're completely unable to control your movement, like when you're stopped by Mrs. Pomp or on the ground when playing with Playtime, your stamina should be refilling even if you're pressing a movement key. It feels pretty weird to have to unpress a key just to regain stamina, and then pressing it as soon as the thing ends. 11. There should be something to always remind you that you put the Big Ol' Boots on. I don't want to forget about them and accidentally waste a usage of a Grappling Hook. 12. In the tutorial, when Baldi waits for the Principal to finish talking, I think the pause shouldn't be in the audio clip but the next one should play when Principal isn't talking. Then, when you click on Baldi after Principal has finished talking, he should just start with "Wasn't that crazy?..." but if you click on Baldi while Principal is talking, he'll just repeat his "WOAH!" 13. I think the "Let's go camping!" should be re-recorded to stay consistent with the rest of his lines. You might also re-record the "WOW!" line since it was recorded with the Classic style voice. 14. I'd like to play the other modes with the challenge settings; it could be quite fun to try them out with them. For example, it could be a fun challenge to play Speedy with no map. Maybe we could even add a 1 minute limit to them (except for Endless Mode). 15. I snooped in the games' code and some distance based functions like notebooks respawning in Endless Mode are based on whether the player is within a collider rather than the Dijkstra map, which I think they should. Therefore, you could be in a room accessible via a different hallway, yet the respawn timer wouldn't count down because the room you're in is on the other side of a classroom you collected a notebook in. Maybe the collider-type function is also used for NPCs that will spawn once you get far enough away from their spawn point. (On a side note, would you want Dr. Reflex to spawn regardless of how close the player is to his spawn point, or should he spawn once the player is far enough from him? Also, while you're in vents, I don't think notebook respawn timers should count down, maybe except for if the vent exit you're headed for is near their classrooms.) 16. I think the endless variant of Pick-Quick-Nic should have a more lenient standard for if it will give bonus rounds. I think you should have a minimum of 95 or 90 points rather than having to constantly get perfect scores. 17. I've seen a mod (Infinite Floors) of the game do a cool transition in which when you enter a game-mode, the elevator screen will appear and transition from the menu you were in, instead of the screen becoming completely white and the elevator screen appearing from there like it does in the base game. I think you should replicate that because it looks nice and adds a bit of polish that you can add to the game right now. 18. It'd be funny to see Dr. Reflex squish Beans and cause him to only spit squished gum, which is gum that cannot hit any entities. On a similar note, during the Gravity Chaos event, Beans could also spit gum oriented the same as him, and the gum can touch gravity flippers to flip. It can only hit entities oriented the same as it. I'm not sure about the BSODA, since it's not an NPC, and it would be arguably unfair if it was unable to push NPCs oriented opposite it (It could be pushing Baldi at one moment, then a gravity flipper suddenly appears and Baldi is free). 19. The Test's ability to constantly freeze other NPCs if you're looking at him can be considered unbalanced (the ability is why you could get an incredibly high amount of notebooks on Seed 99 in Endless Mode of V0.3.5 to V0.3.8), but instead of completely removing that ability, someone on Steam suggested a sort of freeze timer that starts at 15 or 10 seconds that counts down while you're looking at him. Once the timer finishes counting down, you still have to look at The Test so he doesn't follow you but NPCs won't be frozen anymore while you're looking at him. When you're not looking at him, however, the timer counts back up slowly (I think it should even when he can see you but you aren't looking), about a quarter of the rate it counts down when you're looking at him, like Chalkles. 20. I think that you should change up Floor 1 because right now, I don't like to play it a lot; it's my least favorite floor currently. I think I feel this way because it's too easy, and I just have to collect 4 notebooks and some items and come back to the elevator, with little risk. Maybe I didn't word my thoughts right now the best I could (maybe the language sounds slightly exaggerated) but I think you can understand what I want you to get out of it. 21. You should re-add the blue lamp sprite that became unused in randomly generated levels in V0.4. 22. The plain hotdog sprite should be used in Quick-Pick-Nic. 23. I looked in the code for Arts & Crafters and I saw that the anger time can charge up even if you don't have all the notebooks in the level, but it doesn't go down. I think that maybe Arts & Crafters should have more time before he gets angry, the anger time should slowly go down if you aren't looking at him, or something else (I'm not sure). 24. Though the changes made to the level generator in V0.8 limited bottlenecks, they can still happen at the ends of hallways near big rooms, similar to dead-ends that you said in the 2nd episode of the podcast weren't a big issue because you could see them coming, though I think bottlenecked rooms might be though (because with the aforementioned dead-ends, you barely have an incentive to go there, but with classrooms, you have to collect the notebooks within them to beat the level, and faculty rooms, although less important, have useful items). An example of this is Seed 2112121, Floor 1. Bottlenecks can also appear at the end of special hallways (most bottlenecky when connected to diagonal hallways) that only connect to one regular hallway. This is less of a serious issue than the bottlenecks that were eliminated in that update, but I think there's still of a similar unfair aspect to the bottlenecks I described that we still have. 25. It'd be cool if there were diagonal-hallway-like structures within rooms. Imagine an X-shaped faculty room for example. Now, imagine all 4 ends connecting to four other rooms. 26. A bug I want you to fix is that whirlpools characters rise out of can appear on the same tile as whirlpools that drag them in, resulting in another whirlpool teleportation. 27. Question marks should appear on the map when pickups spawn in places like the party event or (maybe; the items cost YTPs) Johnny's Store. It does when items respawn in the tutorial. 28. Things like roto-halls, super doors (for the former 2, and their buttons), vent entrances and exits, and so on, should be marked in the map. Vent entrances, in particular, should not be marked as a separate tile but instead with a unique graphic, big rooms could be differentiated based on their type, like a different color or (à la a mod of the game that aims to improve the game's visuals called Crispy+) background icon on the advanced map, and swinging doors should be differentiated from standard doors. 29. When a classroom with a bonus question gets powered off, the number balloons should pop because they serve no purpose and block off things I actually want to click on. When you collect all of the notebooks, classrooms that are powered off should not spawn number balloons to begin with. 30. The in-level texture of the elevator with the TV uses the design of the TV prior to V0.6, so you could update it to be consistent with the current TV. 31. A bug you should fix is that when Beans spits gum, the gum is spat always spat in the direction between Beans and the player, regardless of whether they've left his line of sight or wherever they are since leaving his line of sight, almost as if Beans has x-ray vision of the player when chewing his gum. This means, for example, that if you intentionally trigger Beans' chewing to slow Baldi down, then go into a nearby room, Beans might spit the gum in a wall instead, ruining your strategy. Also, you could be south of Beans initially, then go into a room, then another which is north of Beans, without him seeing you again while chewing his gum, and he'll spit his gum in the north instead of the south. Beans should spit his gum in the direction between him and the last place at which he saw the player instead. 32. In V0.6.1, a bug was fixed that caused NPCs to be permanently stuck on merry-go-rounds, but I think it should be changed such that NPCs wouldn't get stuck at all even if merry-go-rounds didn't oscillate (As a side note, the merry-go-round oscillates in speed and direction, not fluctuates. The word "fluctuate" implies that the change is irregular, while "oscillate" implies a regular change.) in direction and speed. There should be some sort of detour that NPCs will go on that takes into account the direction and speed of the merry-go-round, that will allow them to easily get off of it and continue on their usual path. (I thought about it and I'm now sure this is something that has to do with forces that conflict with NPCs' paths in general) 33. In Endless mode, you can use the grappling hook at the cell that Johnny's sprite is on, and it will lead to you being stuck on it for several seconds, which is unfair and can lead to a game over if Baldi is close by. There should be a collider at the front of the cell that the Grappling Hook will automatically stick to so that you don't get unfairly stuck. 34. I snooped in the game code for Playtime and found that in the "StartPersuingPlayer" function, the call for her behavior state machine to change the state to the state for pursuing the player is put in the if clause for if Playtime is currently speaking, when it should be outside of that clause (since you'd want Playtime to consistently chase the player regardless of whether she was saying her random wander lines). 35. Sometimes, when starting a level, you can see stripes around the tiles if you don't turn around. 36. The text in the field trips' screens has a sort of ease-out blur while the text in the rest of the game has a sharp border. How the field trip screen text looks should be consistent with the rest of the game's text. 37. In the tutorial, when Baldi says "... To keep track of cool stuff," he follows it up with "It's pretty cool!" Using the word "cool" twice so quickly has a bit of unnecessary repetition, and you could remedy this by changing one of the "cool"s to a synonym. 38. There are some Baldis in the tutorial that you are unable to get to repeat a line that I think you should be able to. For example, "Oh! I heard that!..." (which should be repeatable by opening the door again) and "look behind" Baldi (which you should be able to click on him). "Uh oh... Looks like you got that problem wrong...." is one I'm not sure about, but it's a problem when a Baldi says an unrepeatable line and then you accidentally click on him to repeat a repeatable one. 39. It'd be cool if the lockdown doors could squish (like angry Dr. Reflex) the player or any NPC that dares to go under it while it's closing. 40. There's a bug in which light can pass through lockdown doors and the blocked-off sides of rotohalls. I think light should just be based on the Dijkstra map. 41. When you open a lockdown door, NPCs can immediately go past it regardless of how high it is while opening up. Conversely, when you close the door, NPCs are immediately unable to go past it. Whether NPCs are able to go past it should instead depend on whether the lockdown door is no lower than their height. 42. I think the dumbbell-shaped faculty room variant should be made slightly more common, since it is apparently so extremely rare that I can't find a seed shared online that contains it and works for the level generator since V0.8. I think it should be only very, rather than outright extremely, rare. 43. I'd like to play a version of 1 Minute Limit in which alongside the early time out, the usual random events without the setting will also be queued (keep both versions of the setting). 44. I think there should be an option to change the font of the captions. For example, you can add the font of the rest of the game as an option. 45. It'd be very fun to add cool dynamic functionalities to the captions, such as bolding, italics, multi-color, and much more! Captions currently have a simple design and functionality so this would definitely breath 90's educational life in them! It'd be best to add them in V1.0, because that's the version we'll get the most polish. 46. Speaking of italics, there should be custom made sprites for italicized characters in the pixelated Comic Sans font that the game uses because when I mod the game to add italics within the game's text, the italicization causes the text to simply look like a crude rotation of a pixelated sprite. 47. When looking at The Test, maybe the environment alongside the NPCs should be frozen too, because right now, you can just stare at The Test to, for example, pass through random events that can hinder your success (even though the events add to the fun) and (in Endless mode) wait for notebooks to respawn while just standing away from a classroom while Baldi doesn't even become faster in the meanwhile (because (I snooped in the code) the function to make him faster counts down based on the NPC timescale and since that's frozen, it can't count down). 48. I'd like an official infinite floor mode. Maybe that can come in V1.0 so that the other features can be implemented to make such a mode possible? 49. A long time ago, I also saw someone suggesting an endless mode idea in which the floor extends infinitely in wherever you go. I think they suggested that if you go far away from where you spawn, that far away areas will start to unload (since it'd be too taxing on the performance to have a billion chunks, rooms, etc.). It's up to you whether the unloaded areas can generate the same as they did before unloading, or new areas will generate when you go back to where unloaded areas were. 50. You should add a new feature in which completing the map will award the player a YTP bonus. It's up to you whether the hidden tiles count, though I'd advise against it, as the map would look the same without them, and things like the mystery room are available only for a limited time, unless you just so happen to (I don't remember whether it's actually possible anymore or you've intentionally prevented the following events from giving you access to the mystery room, at least in randomly generated levels, so pardon me. By the way, I know you have in randomly generated levels, but if you haven't in premade levels, make the Portal Poster unusable on the mystery room) rise out of a whirlpool that's in the mystery room (this did happen in Endless - Medium, use the Dangerous Teleportation and just so happen to end up there, etc.. 51. Speaking of the mystery room, I think its location should be different on every attempt of a level, even premade maps. It contains a high-end item and once you know where it is once, you shouldn't be able to know where it'll be next time you play the map. 52. Some sounds, like the whirlpools, underwater, Principal's "Don't worry, I'm coming!" line, the sound conveyor belts make, Cloudy Copter's blowing sound, and maybe some MIDI instruments, are saved at 44100 HZ instead of the 22050 they should be at. 53. The Baldi TV shouldn't appear at the top-left corner, because it obscures the notebook counter. It should instead appear at the top-middle of the screen. 54. I think that in maps without a time out, the timers at the elevators and on the advanced map should be left blank. 55. I've heard someone say (in reference to changes made in V0.8) that you should be able to look at the time left before school's out without having to pause the game and look at the advanced map. They argued that it feels like a hassle to have to pause the game, disrupting the flow a bit, to look at the timer, and then unpause. 56. When the level generator crashes, it'd be cool for the game to let the player play what it's managed to generate. It should also let the player exit to the main menu (right now, I have to manually close the game and reopen it, which is inconvenient), or offset the current seed in either direction (+/-) by 1 (Imagine if the seed was int.maxValue or int.minValue). 57. I think I explained this clunkily but I hope you got out of it what I want you to. Right now, an NPC wandering into a room with a vent will almost always pick the vent, which makes it too predictable, as you can almost always tell that they will go into the vent, which guarantees some sort of benefit on your part (For example, when Baldi goes into the vent, you can almost everything with little risk as long as he's in the vent). To remedy this, I think there should instead be a 50% chance they'll leave the room via the door, and a 50% they'll pick the vent (or, if there are multiple, one of). 58. Speaking of vents, you should read the "Glitches" section of the Vent article on the Baldi's Basics Wiki. It lists many vent related bugs you should aim to fix. 59. This is a bit of a nitpick, but on the main menu, the name of the main mode is "Hide-and-Seek," but the description for the tutorial calls it "Hide & Seek." 60. Playtime shouldn't be able to start a jumprope game with the player if they are invisible. Alternatively, you could do something funny in which she technically does, but it immediately ends as she can't see them. 61. Currently, the rule that the Principal will consider the player guilty for breaking must have a longer guilt linger than rule breaks with shorter lingers that the player is also doing, regardless of the sensitivity of them, but what about this: the player will have a list of all rules and times for how long they will be considered breaking them. All times will be set to 0 by default, but when a rule is broken, the rule on the list will have its corresponding linger. The rule break with the longest linger will be the one Principal will call the player out for breaking, but the sensitivity of the rule break will be based on the most sensitive rule break that the player is doing. I'm suggesting this new system because imagine that the player is guilty of both being in school after hours and drinking drinks. Before the drink, Principal would have to see the player for 1 second before getting angry at them. For the 0.8 seconds that the drink rule break linger lasts for, Principal will still call them out for being in school after hours but will instead take 0.25 seconds as the player is also breaking a more sensitive rule. After the 0.8 seconds, if the Principal still hasn't seen the player, he will then take 1 second before getting angry at them. 62. When going back from the "New Name" screen, Baldi should stop his "just type in you name" line. (Why is it sentence-mixed instead of re-recorded by the way?) 63. You should consider adding object pool pattern systems to the game. They can further improve performance, while instantiating and destroying objects like the game commonly does is more expensive on the performance. 64. It'd be cool for Johnny to say to you "You are a JERK!" if he manages to find out you robbed his store. 65. What if there were different room types for Johnny's store, like there are for other types of rooms? I'm not necessarily suggesting that you add multiple Johnny's stores to Endless maps (though that would be interesting), but each Endless map could pick its own Johnny's store, some larger (and with more items to buy) and some smaller. Some could have features like L-shaped like a classroom type, and others could have extremely interesting features. Though I'm not suggesting this for the Pit Stop, it'd be funny if this could happen there too. 66. I looked in the code for the activity modifier for entities and saw that although the addend method takes into account the priority of each movement modifier, the multiplier one doesn't. I think you want the movement multipliers of lower-priority modifiers to not be ignored, so maybe you could have at least a separate priority system for multipliers, like you have for addends? At the very least, it'd make the internal workings of movement modifiers even more flexible for modders. 67. Since going from the latest version to an older one and then going back causes save-related quirks, I'd recommend that you implement a new system something like: When you play the latest version on a file you played an older version on, the save file will be "imported" like it is currently, but the 2 save files will "follow a different path," so when switching from the latest version to an older one, the save file you play on again won't be treated as the same one you played the latest version on. It's like importing your save files from the public BB+ versions to the pre-releases. I have a fear that switching from the latest to an older version may outright cause things like save file corruptions in extreme cases (though, admittedly, that's rare if it happens at all), so alongside with the quirks, that problem is also solved too! 68. Arts & Crafters should have more notebooks in Endless mode; Baldi is still slow at 7 notebooks, so Arts won't be a threat then, which he is meant to be. 69. Regarding the bug in which entities can clip through vents, you could try to either connect the vents, give them different heights, or not allow them to overlap entirely, though the 2nd option is the one I'd pick. 70. If you decide to update Classic Remastered, please make it so that in Party Style, a Dangerous Teleporter is guaranteed after using the last Quarter in the Schoolhouse on the vending machines, because RNG is unnecessary when trying to achieve what you need the Dangerous Teleporter to achieve. 71. Please add the ability to press a combination of keys to copy the current seed of the level you're playing on (and also one for the seed in the custom seed input on the main menu) to the clipboard. When you fix a seed being displayed in pre-made maps, disable that functionality in them, but not before that. 72. While the player is in a locker, they shouldn't be able to have turned around when they get out based on how much they moved their mouse. 73. Beans' spitting animation was (presumably accidentally) removed in V0.4 and should be added back. 74. The sound for when you try to use the Portal Poster on an invalid wall is saved at 44100 HZ and undithered. This might actually be intentional, but this is a 90's edutainment game. 75. Speaking of the Portal Poster, there's a bug in which you can use it on walls that lead to tiles that are technically not fully, but still mostly, covered by obstacles such as furniture. The Portal Poster won't open up a path through that wall. It happens mostly with places such as a wall near the edge of the Principal's office. 76. The game should use the ambidextrous sprite technique (simply flipping a sprite to represent the other direction, which can incorrectly (not so much in what I'm suggesting for Baldi's Basics) flip some features onto the other side) that older 3D games (and what you'd also expect from 90's edutainment games) have used for three of the eight 45° directions 3D sprites can face. It should be used on characters and things with angled sprites, like 1st Prize, The Test, Dr. Reflex, and the arrows in the tutorial (also the plungers from the Wild West trip if they manage to come back in the future). 77. Speaking of Dr. Reflex, while his animations are very good, I think that they are pretty unchoppy for what you'd expect from 90's edutainment games, having a relatively high framerate and many frames. I think the framerate should be decreased to the same one that the animations made with Anim8or have, or maybe even lower since in real life, a 90's edutainment company making Baldi's Basics wouldn't want to spend that much time photographing Dr. Reflex. 78. (Hear me out) You should add an audio filter that restricts sounds to 22050 HZ. This sounds redundant because all of the game's sounds are saved at that quality, but I'm suggesting this because of a few reasons. First, Dr. Reflex's "Thiii..." increases in pitch as it goes on, so its audio quality will easily go above 22050 HZ. Secondly, it seems that the reverb filter for sounds made in vents has 44100 HZ (and undithered) reverb. Thirdly, there are some sounds that are saved at 44100 HZ when they should be saved at 22050 HZ (like the aforementioned whirlpool and underwater sounds). 79. The dithering screen transition is slowed down when the frame rate is slow, which can make it painfully sluggish at times. It should progress independently of the frame rate. 80. The Pit Stop "Play!" and "Skip" sequence could be changed; pressing "Skip" will lead to no confirmation screen, and the game just skips straight ahead to the next level. This can be troublesome it was on accident, you realize you wanted to do something in the Pit Stop, and especially if you have the Bus Pass. "Play!" has more minor problems, but someone has pointed out that if you accidentally press "Play!", there will be an uncomfortable break of flow in which you leave the elevator just to go back. 81. When an elevator's gate closes, it'd be cool if the player and NPCs were intentionally briefly able to go past it before it reaches their height, though they wouldn't be able to get inside the doors. It feels weird to push against an invisible wall before the gate closes. With the failsave you added in V0.1.4, they will be able to leave the elevator from the inside. 82. When Arts & Crafters finishes the teleportation sequence while you're both in a vent, alongside the obvious bug that you aren't teleported back into the floor, there is still an invisible entity bumping and exiting the vent (probably caused by Arts & Crafters going into the vent with you, then he isn't properly removed without the entity overrider being destroyed). 83. It'd be cool if the mystery room could connect to other rooms, or at least the big room. Since the mystery room is meant to be a mystery and has a really good item inside, it makes sense. However, if you feel it'd be too unpredictable and cumbersome to look for the mystery room if it had that functionality, I understand. 84. In the Gravity Chaos event, NPCs that touch gravity flippers should have the same turn-around animation as when the player touches them. 85. You should find a good way to reconcile the sillier/less serious aspects of the game with the more serious story you will tell in it. 86. I know you've already said you've considered this, but you should really add the option to quit the game via the pause menu and still have the game saved albeit with a life lost. Alongside the obvious reason why, what if the game crashes, freezes, or is closed by something outside of your control? This function will allow the player to go back to their saved game, albeit with a lost life, because they already had some experience from that life. If the player has only 1 life, then the saved game ends, of course. 87. If you get caught by Baldi in the library, the sound that plays while the camera is facing Baldi shouldn't be muted. The sound should ignore the library's effect of muting all other sounds. 88. Also, some people have complained about the unfairness of Baldi in the library and his ability to just ambush you and take a life from you. Even without taking that into account, it'd be a cool nerf to make Baldi (and other characters in the library) unable to hear any noises while inside the library, just like the player. 89. I think there should be a different way to pick field trips than a simple random selection. Some players might prefer one field trip over another. When the farm comes back, you could spend YTPs to go to the field trip other than the one being offered (at least as a compromise that might be subject to change). 90. I think that the time and grade bonuses should be increased for each other life you have (but not simply multiplied by the power bonus, because that could snowball into an unnecessarily huge load of YTPs). The reasoning behind this is that it takes more skill to beat a level within a certain amount of time and a good grade in 1 try than multiple, and thus should be rewarded more. You could add a certain amount of YTPs to each grade for each other life. 91. On a Steam discussion of the game discussing an amusement park field trip idea, someone suggested "What if there were special items made that can appear elsewhere but mostly appear as rewards from the trip?" Others said that it'd be a good idea for field trips (in general). Even if you're not going to add an amusement park field trip, it'd be cool to add items that aren't exclusive to but primarily appear in field trip rewards. You should make different items for each different field trip; camping will give different rewards than the farm, for example. It'd also make the reward system more variable and interesting. 92. The party event's floor range should be moved from Floors 1 and 2 to Floors 2 and 3 (or, if you want, only Floor 2), because on Floor 1, it's very easy to get the notebooks even without the party distracting the characters, effectively taking that aspect away. Now, we have a very good item that's also arguably too easy to get (the mystery room is harder); there isn't a big risk to get into the office because the level is quite small. Also, it's guaranteed on Floor 1 for only 1 event to occur, so any player who knows that fact can wait a short while with the amount of notebooks after Baldi finishes counting down, see if the event chosen for the seed is the party event, and if it is, just quickly get into the office and grab the very good item, and then collect the remaining notebooks and return to the elevator. I know I've said that the high-end items in the game aren't an automatic win, but I don't think it's balanced to be able to get one that early and easily. 93. Speaking of the party event, there's a bug in which Gotta Sweep can move the balloons out of the Principal's office. You should add a functionality in which they pop and respawn after going outside of the office, similar to the number balloons in classrooms. When the party ends, the balloons should all pop like when an answer is submitted into a Math Machine. 94. The camera should stop rendering when transitioning into things like field-trip-related screens and the elevator when going into the next level (although the image obviously should remain), to improve performance, like how the camera stops rendering when pausing the game. (I've realized that the camera only stops rendering when the transition is over, so I think you already implemented that functionality for these events. It should stop actually rendering when the transition starts, but the image is still preserved so apart from not seeing the camera look behind when you press the respective key, you won't notice a thing) 95. The color of the hallways on the map is a similar color to a common hallway texture in the levels, making the map hard to see at times. 96. You should add even more cool advanced map functionality to the markers, such as enabling stuff like the ability to snap markers to a specific tile (or an in-between for things like doors and walls) and the ability for markers in-game to make like propagated captions coming from where you put a marker, making it even easier to go to (though you could restrict that ability to only between filled-out portions of the map). (On another note, there's a bug in which if you're holding a marker in your cursor and then exit and re-enter the advanced map, the "PLACING MARKER" will still be there despite you not having a marker) 97. You should re-add TestComic to the game as an Easter egg at some point. 98. As can be seen in the code, rooms like the playground and Principal's office clear the player's guilt, not simply make the Principal ignore it. So you can you can escape detention and then go into the playground to clear yourself of your guilt, which I think is too much of a cheese. (Also, how do you plan to address players' concerns that the timers that replaced the old one in V0.8 will make it so that you won't know when detention is over if you've escaped it? You could add a timer on the Principal's office in the map. Someone could say that if they're far away from it that it'd be a hassle to have to pause the game (via going into the advanced map) to see the detention timer, so you could also make the timer visible like the markers in-game. However, around the time V0.8 came out, I also saw a Steam thread (titled "Bring back the You have Detention! Counter") explaining why the "You have detention" UI should've been kept instead of the electronic timers replacing it.) Ninety-nine: Prior to V0.4, stamina used to be more scarce, because water fountains, Energy Zesty Bars, etc. weren't so common. I think that this made stamina more precious, but since sources of stamina refill are more common now, it's become easy to refill your stamina, thus reducing the need to actively conserve it. (Also, your stamina depletes while running slower than when it refills while you stand still.) Even when you run out of it, even in a dangerous situation, there's a decent chance there is a nearby water fountain or another stamina-refilling thing that'll refill your stamina anyways. I'm not saying stamina is now effectively unlimited, and there ARE moments in which you can run out of stamina, be unable to find something that can refill it, and be potentially jeopardized by the lack of stamina, but I don't think these moments happen as much as they should anymore. 100. There's a bug in which rooms can spawn 'Nana Peels so close to walls that you can start slipping on them through them. Also, to fix an issue in "Known Issues" in which entities can collide with each other through walls, you could implement a similar check to the one you added in V0.4 to fix the bug in which the Player could get tagged by Baldi through walls. 101. If you're still comfortable with updating legacy challenges, you could change the text for the Grappling Hook item from "(5) Grappling Hook" (changing to "(4) Grappling Hook)" for about a frame when used) to just "Grappling Hook". I looked in the code and the Grappling Hook item sets itself to a different version (less usages) when used, so you could just make a plain version of it that sets itself to itself. 102. You should re-add Gotta Sweep's Doppler effect. 103. WD-NoSquee lasting 5 minutes is too much and you will usually be able to beat the level before it ends. I think it should last 1 minute instead, like Dirty Chalk Eraser. 104. Because of how NPCs decide where to go when approaching turns (as described in Status Update #7), sometimes, they may constantly circle around in the vicinity of a particular area for a tedious amount of time, sometimes as long as several minutes. This causes issues, like when you're hiding from Baldi after he was attracted to a noise you made, and all he does for some minutes is wander around the last noise he heard or the last place he saw you. It also just decreases NPC wandering variety, and makes them less likely to go to other areas of the floor. 105. For one of the features in the game that was prominently demonstrated early on in its development in demos such as the Full Game Early Demo, currently at this point, there are surprisingly few/rare opportunities for being able to knock an apple off a tree with a Grappling Hook. First, either Floor 1 or (preferably) 2 (or both) has to have a playground big room that also happens to have an apple tree. Floor 3 is guaranteed to never have a playground. Secondly, you have to hope that either floor has a party event that also happens to have a Grappling Hook, that Johnny's Store happens to have a Grappling Hook that you can afford, that a faculty room in Floor 2 happens to have a Grappling Hook, or that a mystery room (if it has one) happens to have a Grappling Hook. With how much luck you need, the feature could as well be an Easter egg that provides a high-end item if you manage to hatch it, but based on how prominent demonstration of the feature, it's probably not your intention to make it a mere Easter-egg-like mechanic. 106. Rooms should be able to connect to Dr. Reflex's clinic. It'd be cool! 107. In the credits, you should have control over the transitions to the different credits; you should be able to click on "back" and "forward" arrows to go to different credits, and you could be able to go back from the backers part with the back arrow, and even go all the way back to the start from there. 108. I think it'd be cool if Chalkles becoming solid had the same choppy effect as with the HUD darkening. 109. In places like the remains of the farm and the Pit Stop, the Staminometer should have the needle absent, like it does in certain places in Classic Remastered. 110. The map should be disabled in the remains of the farm, since there's no need for it. However, you don't have to since the farm'll eventually be rebuilt, but it would be a small (but definite) improvement regardless. 111. It'd be cool, or at the very least funny, if structures that can spawn in other rooms (such as vending machines, water fountains, or pay phones) could spawn in the playground. 112. On a Patreon-specific note, you should add other tiers of payment for Patreons. For example, you could add a tier that allowed a session of active communication with you other than by simply leaving comments on your posts. This will make it easier to share feedback with you, and make me more sure that you know about what I've said. 113. Even in Floor 1, the elevator arrow on the map should become green at all the notebooks have been collected, because as someone reported, you could accidentally trick yourself into going to the elevator without all the notebooks. Aside from that, it also just makes sense. 114. The time bonus for beating a specific floor should be increased if you beat it within the time bonus threshold of an earlier floor. For example, you should earn more YTPs for beating Floor 2 within 3 minutes (Floor 1's time bonus threshold) than between 3 and 5 minutes (Floor 2's time bonus threshold). Maybe you could earn even more YTPs if you beat a floor within the time bonus of a level before the previous one, like for example, (somehow) beating Floor 3 within 3 minutes. 115. You should be able to only erase the high scores of specific modes in Endless mode or the field trips' scoring variants, rather than having to erase both if you want to erase either one. For example, what if you want to erase Endless - Random's scores only and want to keep Endless - Medium's? 116. Cloudy Copter's wind and conveyor belts currently ignore time scale modifiers, which should be fixed. This causes stuff like Ms. Pomp stopping time and the player moving towards Baldi (possibly leading to a tag).

Marsaus

Right, so now i will say things politely. Mystman, is there going to be a infinite floors mode? That would be FUN! And can you rename the ''Dangerous Teleporter'' back to ''Teleportation Teleporter''? I'm just saying that it just more WacKiEr and crazy. So yeah.

Mr. Eel

Mystman already said that there will be a infinite floors mode in 1.0

Anihotta Sierra

In Baldi’s Basics Map bundle version, there are some characters that only appear in that game such as ANGRY BILL, one with blinds you entirely with chalk and a kid who teleports you I think. Will these characters appear again or were just for that version of Baldi?

dev9998

Microsoft Music Producer is used again in the Tutorial area, and with previous discussion regarding creating a more final track either by yourself or a commission from another individual, how do you view the latter process of collaborating on music or art, will it ever evolve over time into items or characters?

dev9998

That's a fan-made project

Marsaus

Oh, yes. I kinda forgot.

MissingTextureMeow101

A technical question (and it's late) so I doubt it'll be responded to, but is there any reason the secret tile system is used for special rooms? They appear to be causing a lot of generator issues and I'm very interested in the reason behind not just having non-square special rooms.

MissingTextureMeow101

I believe mystman12 talked about it, and he said that every run you would be starting fresh. So I think that'd be a no.

Albi Gjyliqi

is there ever going to be a future for multiplayer in Baldi's Basics?

Graysen Wilson

Will Baldi's Basics have cutscenes or a secret level only obtainable by getting a game over?

Graysen Wilson

Wait here's an important one. Will there ever be new Baldis Basics games?

VandalCAT 095

I absolutely LOVED the new update, but why the model change for Baldi? (Just curious)

kyle

Will there be more floors soon?

kyle

What will the farm look like in field trips and will there be more field trips. Also will there be more minigames in camping?

kyle

When will the challenges be changed exactly and what challenges will you think of adding?

Kan The Grunt

Dear mystman12 are you gonna update classic remastered? The only thing you added to it was I think only the free run mode the "demo style" which is sussoped to be baldis basics plus with some of its characters and stuff and you haven't updated it in 2 years! Maybe after you beat null and giltch style you unlock and add dr.reflex, the baldi tv and the clock timer thingy and what ever was added after 3.0 of BB+ maybe you can add something in the setting like maybe it can say "ADD DR.REFLEX AND ECT" or whatever you want it to say it's a cool idea or you just want classic remastered to be unchanged but it's still a very cool idea that's all I have to say.

Kan The Grunt

The model change in the tutorial can mean something, 1: Bijuu Mike thought that the tutorial baldi was badsum because of the baldi in the tutorial had a blue speck on his shirt on like the right side of it, when he finshed the tutorial he checked the regular hide and seek mode there was a non green speck but it was grey or something even in the Original game it is also a grey speck so Bijuu Mike is on the something or he is overthinking it or 2: Mystman12 wants to replace the baldi model that we know and love replaced for some reason but maybe that Is the case also in bijuu Mike's video after baldi ends counting down in hide and seek mode, Baldi's model becomes the tutorial baldi being happy for a quick second and then baldi slaps his ruler so yeah that's all I have to say

Kan The Grunt

In the 0.7.0 Update when it first released there was the nine nine secret and the weird creepy dude said that "99 AND BADSUM WILL COME TO FACE AND FACE IN BALDI'S BASICS T-" then it cuts off but yeah also 99 is a entity not just a number but a entity and the creepy guy also says about BADSUM is not his name and he has a different appearance now which you probably know but people think that "baldis basics t" is "baldis basics time" so maybe a new game?

Kan The Grunt

Well there was baldis basics mods in the past that were multiplayer like most of the mods were just baldis basics classic but multiplayer but there is one mod called "Baldis basics ultimate" or whatever it's called, it has a multiplayer mode actually 2 in 1 there is you and other people can beat the game or one of the players is baldi. But idk if mystman12 will add multiplayer so yeah.

Kan The Grunt

You know he did make a baldis basics classic mobile and a baldis basics birthday bash so he might make a mobile port for classic remastered and maybe also a mobile port for plus maybe? but there is a fan made classic remastered mobile port for Android though so yeah!

Kan The Grunt

There Is actually a baldis basics plus mod where you can make Maps! There's also a remastered version of it which is better and you can show your levels and game banana btw you can get both BB+ mods on game banana but maybe mystman might do that or idk but yeah there is the 2 mods out there there both called baldis basics plus maker and the remastered one is called uhh but it's called something else or idk

VandalCAT 095

Noted. (Btw, I prefer the new baldi model over the old one)

SomeoneThatsStupid

Youre missing the point of why is it called DEMO style He wont update it, if someone plays it and wants a better experience, they will play plus, with all the new features and characters, demo style isnt supposed to be like plus, but be a slice of plus

Graysen Wilson

It could also mean "the full release"

Namedperson

Stupid question but will you release the pre releases of 0.4, 0.5, and 0.6 on Patreon since no one could really do the thing for kickstarter anymore

Kan The Grunt

I think Mystman12 will add more field trips even though he SCRAPPED A TON OF THE FIELD TRIPS DURING THEICKSTARTER DEMO well I am not sure if he scrapped them all at once but what I think about the field trip maybe coming back well I am not sure the farm burned down before I even started playing BB+ but there was that farm mini game that existed still before 0.6 camed along Then AFTER 0.7 CAME OUT... The farm is still burnt But maybe he might Cuz it's been a long time and he might make a new farm field trip idea for it or something when 1.0 comes but we will see in the next month or so.

Kan The Grunt

I wonder if he will mystman12 did say about he will give us the older versions and old demos or something but he might.

ComedicCat (she/they)

two questions: 1: will npcs ever be able to see through windows? there's already code in the game that makes them able to see through something, but know that they can't walk straight through it (in the form of locked swinging doors), so it seems like it wouldn't be that hard to implement. 2: will the wild west and waste water treatment plant field trips ever return under the modern field trip format?

ComedicCat (she/they)

the expulsion hammer will only be implemented when there's enough floors for it to really matter.

Vortex5758

I know im a bit late but i need to ask this question, with the additon of the diet bsoda, the normal baoda has been incredibly rare to find. Even to the point of it being a reward for the camping trip. Do you have any plans on increasing the chance on finding it?

Max

probably just to make it look better

Kast

Hope there's still time for this but will there be any more premade as the game progressively updates, its one thing ive wondered since 0.4

Graysen Wilson

The shoulder color has always been there. It's not 1.0 yet, and it was a texturing issue, which means Bijuu Mike's theory is invalid.

Anonymous

V0.5 did add new premade room types (specifically a few for each of the big rooms). Also, the scope of the game will also increase as development progresses, which will require more types of rooms so the gameplay remains fresh for longer, and there currently aren't many unique types of classrooms, only 3 in Floor 1 and 4 in Floors 2 & 3.

JakeNov

In the Baldi's Basics Plus Early Access Trailer [OFFICIALLY OFFICIAL] Will the OS error pop up be added in later versions of the game for a secret death screen when Baldi tags you? Also I hope you have the best of luck on the development I really love to see what Baldi and his friends get up to next!

ToastyMcLover

When will the farm minigame will be revamped

Penutzam

Thanks for clearing that up ig

ComedicCat (she/they)

patience. we don't want another instance of fnaf: security breach.