Dear Players,
Thank you sincerely for participating in the Buddy Bug Playtest from February to March and providing invaluable feedback! Based on questionnaire data and open suggestions, we have finalized a comprehensive optimization plan for the core systems.
1. Enhanced Control Feel

Based on player feedback from the questionnaires, we will optimize these systems. Certain weapons, particularly the Pile Driver, exhibit slight displacement during attacks, with complex directional inputs (up, down, left, right, and four diagonal directions).
After internal discussions, we are considering either temporarily removing the Pile Driver or redesigning it as a terrain-collision tool focused on forceful knockback.
Also, we will rework the charging mechanics, balance damage output with operational complexity, and reduce the monotony of "stationary attacks."

For weapons like the Lighter, the primary build directions are "stationary DPS" (charged bursts) and "dynamic mobility" (using recoil for aerial movement).Both directions will be enhanced by adding advanced modifiers to differentiate their experiences.Future updates will directly boost the Lighter’s base attributes.

Additionally, players reported issues with prop overload and ineffective interactions. We will overhaul prop mechanics to improve controllability. For example: The Spring will become active-triggered, requiring players to initiate a jump or other action to activate it, avoiding unintended launches upon contact.
Props will deploy instantly at the player’s location, eliminating directional/distance adjustments.
Props will attack immediately after deployment, without waiting for enemies to approach.
New dash-attack mechanics will ensure compatibility between all weapons and props, resolving issues where elemental weapons fail to trigger certain physical prop effects.
Finally, we will optimize UI indicators for prop cooldowns and streamline controller quick-access controls.
2. Expanded Weapon-Prop Synergy

The synergy between weapons and props is a core combat mechanic in our game. We’ve designed diverse combinations, such as:
- Using the Lighter and Grease projectile props to ignite enemies.
- Use an electromagnetic gun to conduct electricity through water stains.
While most players find the weapon-prop synergy engaging, feedback highlights insufficient depth in current combinations. Future updates will introduce new Elemental Reactions to break existing build limitations. Concept is still in development, and we welcome further suggestions!
1. New Player Guidance Overhaul
Some players in this test reported missing basic tutorials, such as gliding mechanics and acquiring new weapons. We’re exploring ways to integrate these guides seamlessly—for example, embedding basic controls into mini transition stages, where players advance by performing correct actions, gradually mastering mechanics.

2.Map Interaction & Exploration
As a side-scroller, our camera perspective is less flexible than top-down or 3D games. Observing player tests offline, we noticed flaws in the flow paths of the home area (e.g., players missing key functional zones in left-to-right scenes). Future updates will refine the home area’s linear layout alongside the new guidance system.

Currently, enemy types are categorized into standard enemies, elites, and bosses, with attack patterns including homing bombs, ranged bullets, poison gas bombs, bat swings, and charges.
Elemental resistances will be tested in future versions. Instead of requiring specific elements to break defenses, resistant enemies will take reduced damage from their countered element and increased damage from opposing elements.

We’ve also heard casual co-op players requesting a more relaxed, stress-free experience in cooperative modes.
1. In-Mission Rewards & Positive Feedback

In the current playtest build, numerical values are intentionally unstable to test overall stage playability, and we’ve temporarily reduced in-mission reward distribution. Once content and stage structures are finalized, we’ll optimize this further.
2. Out-of-Mission Progression & Build Diversity

The game’s meta-progression includes universal talents and character-specific talents, with stats and abilities tied to in-mission knowledge and weaponry. Once in-mission content is solidified, we’ll expand out-of-mission systems and design unique abilities based on each insect character’s biological traits.
As we unveil our inaugural developer log, we’d like to introduce the passionate minds behind Buddy Bug.
Since we founded our studio in 2017, we believe that making games and farming have a lot in common: sowing the seeds of creativity, watering them with passion, and patiently waiting for the flowers to bloom. Now the team has grown to twenty people. From Eastern Exorcist to Buddy Bug, we have always bent over like planting rice seedlings. Some ask: Why is the style of this game so different from the previous one?
Both Eastern Exorcist 2 and Buddy Bug are currently in development. Our intention in creating 'Buddy Bug' was to try another way to tell a Chinese-style story that players from all over the world can also immerse themselves in. Supermarket shelves resembling skyscrapers, paper walled cities piled up like mountains, we transform into a small insect and experience the wonders of these microscopic worlds, just like when we were a child squatting on the ground observing ants moving. That pure curiosity is the most authentic joy of games. And silly Buddy always reminds us of our past selves – who leaving home alone for thousands of miles and earn a living in the city.
We expect to complete the adjustment and optimization of weapons and props, as well as guidance, in the version by the end of May. At that time, we wound like to show some clips in communities. Thank you once again for playing our game! We will continue to interact with you in the community and synchronize our development plans and progress.