If you click the game in the store it'll show you the size before the final 'buy' button.
I played the Japanese version of this game, and it's really great. I have no idea how big it'd be, but probably pretty small.
I'm thinking about buying "Holy Invasion of Privacy, Badman!", however I can't find any info on its size. (the googles show me nothings) Don't know if it will fit on my memory stick or not. I think I have 512meg one. Yeah I'm behind the times but I hardly use my psp anyways.
If you click the game in the store it'll show you the size before the final 'buy' button.
I played the Japanese version of this game, and it's really great. I have no idea how big it'd be, but probably pretty small.
Ok, cool. Never bought a game from the store before.
The game should be around 40MB
http://blog.us.playstation.com/2009/...comment-236661
Even better!
The demo was a heck of a lot of fun.
I'm torn about getting this, played the demo and managed to beat all 3 stages maybe 3 out of 8 tries. It felt that it was more about luck with where your monsters are when the heroes enter then it is about strategy. Any idea if there is more to the game then just the 6 types of monsters hinted at with the level up screen?
wallpaper from the main site. it also said something about 66 hero types, though i don't know if that's skins or actually types. you can also level them up, i think the green slimes can become orange slimes.
from what i've played and the game previews i've read, the strategy comes from the ecosystem you build with your monsters (dragons eat everything, skeletons eat no one, bugs eat slimes, etc), what resource blocks you smash and leave alone (slimes fertilize blocks).
Did they push back the release of Badman by a day? I could have sworn the demo said July 15th but looking at the homepage it says July 16th. Also what time does a game get release usually on PSN?
PSN releases are almost always on Thursdays, so it was probably just an error, not a delay. The releases usually don't go out until late afternoon or early evening in North America, though.
Can anyone explain an effective way to play this game?
I know that slimes suck nutrients from one block and bring it to another. However, they move around in such a random fashion that I can never get any predictable results... Is there some strategy in getting blocks saturated with nutrients that I'm missing?
how big are your tunnels? i only played the demo so my info may be wrong, but they should mostly be one block wide right? occasionally leave one unsmashed block by itself with a path around it so it gets hit on all sides by slimes. make a bunch of kinks and turns in your tunnels too, so corners get hit by slimes on two or three sides instead of one.
I'm having some trouble with mana generation , how are you guys using the various spirits and such? My best run ended on stage 6; my lack of mana created creatures is my problem I think.
One other question, is it worth it at all to upgrade spirits and slimes, or focus on the higher up creatures.
Re: tunnel size, one thing to remember in order for lizard men to build a nest they need a corridor 3 spaces across from what I've seen.
Last edited by Jab; 07-17-2009 at 03:42 PM.
Tom, I just saw that you really enjoyed this game from your blog.
Could you please post on how to actually play this game? I'm still at a complete loss as how to defeat the 3rd level (mage and knight who drops healing torches). Or how the game is supposed to be played at all. It feels like I just luck out to even get past the second level.
I don't think I've ever encountered a game that I was so intrigued by that I just simply couldn't figure out, not matter how many times I played it.
Ha ha, you're in the same boat as me! I can pretty easily get to the sixth level, but I have a hard time sustaining the ecology. By the time the level six heroes arrive, they're pretty much waltzing through a barren dungeon. And I still haven't figured out what to do with the unlockable demons. Those guys suck up a lot of resources.
As for tips, the training levels help, of course. Also, be sure to read the manual. It's got a big ol' picture of a dungeon layout that can be helpful as a model for how to build a dungeon. Early on, I was making the mistake of a wide layout with lots of approaches to various areas. You want to keep it fairly linear so the heroes have to walk a long way to reach the overlord.
-Tom
So this is one of those crazy games you can only buy via the Store, rather than with an honest-to-God UMD?
It's download-only for now, yes. I think somebody mentioned earlier that it's only something like 40 megs, though.
Has anyone managed to beat story mode yet? I keep on getting to the final stage and whittling down the final hero to a few hundred life left before he escapes.
Wow this game is fun, and hard. Got through the early tutorials and keep dying on stage 3 of story mode.
Do you always have to play story mode from the beginning?
It's so compelling to just watch and tinker with the dungeon. I think the most fun I've had was doing the first challenge with the Lizardmen. Man I suck at this game but it's just so cool to tinker with.
Best $20 I spent since Plants vs Zombies.
I finally had my first successful run in story mode, I think what made life easier was I somehow got 2 demon portals by the entrance which not only took out the magic power of everyone but I spawned 2 demons the second the final hero walked by. I'm still not using dragons though and my main forces are lizardmen liltihs and the bugs.
One area that I'm really hurting in is when the final groups of heroes spawn so many resources either from death or spells that I'm not sure how to build up my dungeon without knocking down important walls.
edit: One question I have, is there a difference in what stats the demons spawn from a high level nutrient block and a high mana block will boost?
small spoiler:
However I doubt I'll ever be good enough to finish hard mode.
Last edited by Jab; 07-31-2009 at 12:19 PM.
Can you please post some tips on how to play the game? I can't even grasp how to get slimes to reliably deposit minerals into a rock. Please, be as descriptive as possible for someone who has tried to understand the game through 10 playthroughs of the demo and gets stomped as soon as the first group of two shows up.
Did they take the demo down or something? I can't find it... Really want to check this out.
Edit: Err, nevermind. Thought it was a PSN game, heh. Downloaded the PSP demo.
Last edited by Reed; 07-31-2009 at 06:47 PM.
I'll do my best:
1. Corners and tight corridors are a must, you need to avoid having wide open areas in your dungeon. One because it leaves your monsters wandering around ,two because you have to direct slimes and spirits best you can to their respective targets and three because it will allow resources to be recycled easier when someone dies. T shaped corridors or those that run along side nutrient blocks are a great way to keep the slimes in the same area.
2. You need to be able to balance all the different life forms in the dungeon, bugs eat slime, lizard men eat bugs and so on. If you have too many of one it hurts your dungeon as a whole. If you have tons of slime and very few bugs you have a problem.
3.Multiple paths are so important it's not funny. I doubt your forces can take on 2 or more heroes at the same time no matter how strong they are. My best runs are where I get the heroes separated and taken down one at a time. It's debatable if having the paths meet at some point or just completely away from each other if either one is a better strategy.
4.One trick about conserving dig power, basically every hundred points of power equals one point you can put into upgrading. Meaning there is a difference between having 500 dig power vs 499 at the end of the level. Personally I've found lizardmen, bugs and succubi are the best to upgrade in that order . I haven't found much use for slimes and spirits but those three are the main ones you have to upgrade I think.
5.Demons are a must for the higher levels, the only two problems about them are that they will attack each other and are useless in a fight. In one stage I managed to get a demon off on his own in a corner away from everything which worked out well until he starved.
6. If all else fails and you have too many of a creature type, you can kill them off by attacking them with the pickaxe. Perfect for a quick injection of nutrients in the area.
One more thing that dawn on me last night from the challenges. Slimes and spirits will always go back and forth unless they hit a corner in your dungeon then they will turn to a new direction. Meaning that T and O shaped corridors are the best way to huddle the slimes close to each other. Now if they are just going up and down a long corridor not hitting anything then it's probably best to get rid of them.
Finally beat level 3, which was enough to get me to level 5 or so. Couldn't repeat my effort again though.
Jab, thanks for your advice -- but personally I need something even more basic. Like, despite doing the tutorials I still fundamentally don't grok how I'm supposed to manage the ecology or even reliably concentrate resources.
In all honestly perfect control of everything is impossible, the trick is that you have to direct the creatures. Everything basically eats something else:
nutrients <slimes<bugs<lizardmen<dragons
mana<spirits<bugs/lilith<dragons
(I don't remember what demons eat other then spirits)
For something higher up to survive and thrive something lower on the food chain needs to exist. If you have tons of slimes and lizardmen and few bugs, the lizard men are going to die out from starvation.
A few other tricks I've learned from the challenges, if you build a new path behind where a hero was they won't notice it at all. However if you build a new path along the way they may go down that road delaying them further. You need to keep them as far away from badman as long as possible as the second someone grabs them that hero is going to take the most direct way out of the dungeon.
Just got the PSP demo and like flyinj, I'm completely baffled (yet oddly fascinated) by this game. So you first have to click on green blocks to make slimes, then you have to make many twisty corridors so that slimes will bump into blocks, yes? That does... what, exactly?
And then there's the occasional white block and when I click on it, a bug comes out. But how does the white block happen, and is it always just white for a very brief moment?
The whole thing seems like Conway's game of life plus monsters. Which should be great if I could figure out how it works...
Hmm, reading through the NeoGAF thread (where they can't figure out the mechanics either) I see the game has only 8 levels total! Makes me wonder if they deliberately left the mechanics obscure to extend the very short playtime.
So I played this all day yesterday, and I suck. Can't get past level 5 with the 5 heroes
I read all the advice here, and still I suck ass.
No GameFAQS walkthroughs or anything on this game. So lost. But yet strangely still enjoying the game.
I find the 1 block thick walls with snaking 1 bloick wide corridors is neat, but then I can't ever take any of the good blocks out of the wall for creatures.