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i don't know about this one, delete if you think it's not right.

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* StaticRoleExchangeableCharacter: Per the rules of the game, anything can become "You" and thus the player character. The intro to the Volcanic Caverns plays with this. In it, you have Baba and Keke, and two obstacles that one of them can cross, but the other can't. The solution? [[spoiler:Form Keke is Baba and Baba is Keke. You will enter a superposition of Baba and Keke that can cross both obstacles if you time it right.]]
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** The Baba Make Level update features several new levels that make use of objects and rules formerly only appearing in the beta level editor. The [[https://www.youtube.com/watch?v=U4W_9rfjSus trailer]] alone showcases levels made only of circles and squares and levels utilizing keywords such as "FEAR"[[note]]A FEAR B makes A move away from B if they're adjacent[[/note]], "MIMIC"[[note]]A MIMIC B makes A copy all the game rules applying to B[[/note]], "SEEING"[[note]]The condition A SEEING B applies is B is directly in front of A at any distance[[/note]], "REVERSE"[[note]]YOU objects [[InterfaceScrew have their controls reversed]] and verbs that forcibly move objects take effect in the opposite direction[[/note]], and multidirectional "FALL"[[note]]Objects with FALL instantly move to the closest solid object in the indicated direction; the property did exist in the initial release but it always defaulted to down[[/note]]. A number of levels that show up early on in the update also make extensive use of the [[FirstPersonPerspective 3D]] keyword.

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** The Baba Make Level update features several new levels that make use of objects and rules formerly only appearing in the beta level editor. The [[https://www.youtube.com/watch?v=U4W_9rfjSus trailer]] alone showcases levels made only of circles and squares and levels utilizing keywords such as "FEAR"[[note]]A FEAR B makes A move away from B if they're adjacent[[/note]], "MIMIC"[[note]]A MIMIC B makes A copy all the game rules applying to B[[/note]], "SEEING"[[note]]The condition A SEEING B applies is if B is directly in front of A at any distance[[/note]], "REVERSE"[[note]]YOU objects [[InterfaceScrew have their controls reversed]] and verbs that forcibly move objects take effect in the opposite direction[[/note]], and multidirectional "FALL"[[note]]Objects with FALL instantly move to the closest solid object in the indicated direction; the property did exist in the initial release but it always defaulted to down[[/note]]. A number of levels that show up early on in the update also make extensive use of the [[FirstPersonPerspective 3D]] keyword.
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* DamnYouMuscleMemory: Invoked; certain puzzles will require you to fully grasp the rules of a level instead of thinking in terms of conventional block puzzle games. One early level gets this point across by only being possible to solve when you realize [[spoiler:there is no actual rule stating "Wall is Stop", only "''Grass'' is Stop"]].

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* DamnYouMuscleMemory: Invoked; certain puzzles will require you to fully grasp the rules of a level instead of thinking in terms of conventional block puzzle games. One early level level, [[spoiler:Grass Yard]], gets this point across by only being possible to solve when you realize [[spoiler:there is no actual rule stating "Wall is Stop", only "''Grass'' is Stop"]].
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The game was released on March 13, 2019, for UsefulNotes/{{Steam}} and UsefulNotes/NintendoSwitch. You can find the Steam version [[https://store.steampowered.com/app/736260/Baba_Is_You/ here]]. Additionally, the Nordic Game Jam prototype of the game is available on Hempuli's [[https://hempuli.itch.io/baba-is-you itch.io]] page.

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The game was released on March 13, 2019, for UsefulNotes/{{Steam}} and UsefulNotes/NintendoSwitch. You can find the Steam version [[https://store.steampowered.com/app/736260/Baba_Is_You/ here]]. Additionally, the Nordic Game Jam prototype of the game is available on Hempuli's [[https://hempuli.itch.io/baba-is-you itch.io]] page.
page, along with the polished version [[https://hempuli.itch.io/baba here]].

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* ConfusingMultipleNegatives: Several puzzles give you multiple "Not" keywords, and it's possible to stack them together to negate each other. (e.g. "Rock is Not Not Push" equates to "Rock is Push")

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* ConfusingMultipleNegatives: Several puzzles give you multiple "Not" keywords, and it's possible to stack them together to negate each other. (e.g. , "Rock is Not Not Push" equates to "Rock is Push")



* RepetitiveName: Most creatures' names consist of two identical syllables - Baba, Keke, Jiji, and Fofo.

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* RepetitiveName: Most creatures' names consist of two identical syllables - Baba, Keke, Jiji, Jiji and Fofo.


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** Despite ostensibly being a CartoonCreature, the character Jiji most closely resembles [[Anime/KikisDeliveryService a cat]].
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!! '''PAGE IS READ''':

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!! '''PAGE !!'''PAGE IS READ''':



* DugTooDeep: [[spoiler: When you get past the Depths and the Meta overworlds, there's one last area, the Center. There, you can find the level titled ''The End'', surrounded by flower petals like the similar function "End" in Level Finale, which has one last keyword to play with, "Done". However, that keyword turns out to be incredibly powerful, capable of erasing objects outright (more so than making "X is Empty"), and to get the secret ending you'll need to use the keyword in relation to "All".]]

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* DugTooDeep: [[spoiler: When [[spoiler:When you get past the Depths and the Meta overworlds, there's one last area, the Center. There, you can find the level titled ''The End'', surrounded by flower petals like the similar function "End" in Level Finale, which has one last keyword to play with, "Done". However, that keyword turns out to be incredibly powerful, capable of erasing objects outright (more so than making "X is Empty"), and to get the secret ending you'll need to use the keyword in relation to "All".]]



* FloatingPlatforms: The theme of Mountaintop's levels "Floaty Platforms" and "The Floatiest Platforms." [[spoiler: The name of the latter is a RedHerring, though; it misleads you into thinking you can't leave the "platform" spaces, which is part of the solution.]]

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* FloatingPlatforms: The theme of Mountaintop's levels "Floaty Platforms" and "The Floatiest Platforms." [[spoiler: The [[spoiler:The name of the latter is a RedHerring, though; it misleads you into thinking you can't leave the "platform" spaces, which is part of the solution.]]



** The last "normal" world, [[spoiler:ABC]], uses large individual letters to spell out phrases instead of tiles containing words. It's also notably shorter than the other endgame worlds, though some of its concepts return in [[spoiler: Meta]].

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** The last "normal" world, [[spoiler:ABC]], uses large individual letters to spell out phrases instead of tiles containing words. It's also notably shorter than the other endgame worlds, though some of its concepts return in [[spoiler: Meta]].[[spoiler:Meta]].



** All rules are derived from Text, with three exceptions: Text Is Push, which is only disabled if "Text is not Push" is assembled within the level; [[spoiler:Cursor Is Select, which allows the player to move the overworld map selector cursor, but only on the designated pathways and the levels]]; and [[spoiler: Level Is Stop, which means only the Cursor object, or anything else explicitly defined to be Select, may move onto a Level object. Level Is Stop also defines the ''edges'' of a level as impassable--once you gain access to Level keywords, you'll find that they do a ''lot'' of work]].
** The word ALL does not include Text, Empty or [[spoiler:Level]], because that would've seriously complicated things -- [[spoiler: or in the case of Level, spoiled the endgame.]]

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** All rules are derived from Text, with three exceptions: Text Is Push, which is only disabled if "Text is not Push" is assembled within the level; [[spoiler:Cursor Is Select, which allows the player to move the overworld map selector cursor, but only on the designated pathways and the levels]]; and [[spoiler: Level [[spoiler:Level Is Stop, which means only the Cursor object, or anything else explicitly defined to be Select, may move onto a Level object. Level Is Stop also defines the ''edges'' of a level as impassable--once you gain access to Level keywords, you'll find that they do a ''lot'' of work]].
** The word ALL does not include Text, Empty or [[spoiler:Level]], because that would've seriously complicated things -- [[spoiler: or [[spoiler:or in the case of Level, spoiled the endgame.]]



* OffTheRails: [[spoiler: [[LogicalExtreme Taken to a ludicrous degree]] with the "Level" object, which lets you alter an '''entire''' level. This lets you change a level to any object, and that level will show up on the overworld as that object, meaning you can change a level into "Baba" and another into "Flag", meaning you can '''win''' the overworld and be taken to the overworld above the overworld. And this is only the ''tutorial'' for the "Level" object. You can go above and beyond, positioning the level selector over a controlled object that used to be a level, allowing you to ''ride'' that level anywhere. Entire lategame areas have their map essentially become levels themselves, and you have to play the levels [[RecursiveReality inside levels to turn levels into rideable objects to turn more levels into objects for the level.]] You can even turn objects on a map into even more levels. At one point on an overworld map, even the ''level cursor'' can be transformed into a hidden level. Yep.]]

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* OffTheRails: [[spoiler: [[LogicalExtreme [[spoiler:[[LogicalExtreme Taken to a ludicrous degree]] with the "Level" object, which lets you alter an '''entire''' level. This lets you change a level to any object, and that level will show up on the overworld as that object, meaning you can change a level into "Baba" and another into "Flag", meaning you can '''win''' the overworld and be taken to the overworld above the overworld. And this is only the ''tutorial'' for the "Level" object. You can go above and beyond, positioning the level selector over a controlled object that used to be a level, allowing you to ''ride'' that level anywhere. Entire lategame areas have their map essentially become levels themselves, and you have to play the levels [[RecursiveReality inside levels to turn levels into rideable objects to turn more levels into objects for the level.]] You can even turn objects on a map into even more levels. At one point on an overworld map, even the ''level cursor'' can be transformed into a hidden level. Yep.]]



* RewritingReality: The other main theme of the game. The rules exist in-game as basic sentences that define the behaviors of certain objects (e.g. "Wall is Stop" or "Rock is Push"). Altering the sentences will alter those rules (hence, you could push away the "Stop" from "Wall is Stop" to walk through walls). That said, there are certain limitations to add to the challenge:

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* RewritingReality: The other main theme of the game. The rules exist in-game as basic sentences that define the behaviors of certain objects (e.g. , "Wall is Stop" or "Rock is Push"). Altering the sentences will alter those rules (hence, you could push away the "Stop" from "Wall is Stop" to walk through walls). That said, there are certain limitations to add to the challenge:



** [[ShapedLikeItself Tautological rules]] override transformative rules (e.g. if there is a rule saying "Box is Box", any rule saying "Box is [Anything Else]" will do nothing).
** When spelling out rules with letters (as in one late game area), all readings of letters will apply to functions. So "W-A-L-L Is Box" will also be read as "A-L-L Is Box". However, words which don't define functions in the game will not be active, so something like [[spoiler: "Box Is G-H-O-S-T-A-R Is Fall" will be read as "Box Is Ghost" and "Star Is Fall", but not "Ghostar Is Fall" because "Ghostar" is not a valid function. This is in fact the solution to one of the endgame puzzles.]]

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** [[ShapedLikeItself Tautological rules]] override transformative rules (e.g. , if there is a rule saying "Box is Box", any rule saying "Box is [Anything Else]" will do nothing).
** When spelling out rules with letters (as in one late game area), all readings of letters will apply to functions. So "W-A-L-L Is Box" will also be read as "A-L-L Is Box". However, words which don't define functions in the game will not be active, so something like [[spoiler: "Box [[spoiler:"Box Is G-H-O-S-T-A-R Is Fall" will be read as "Box Is Ghost" and "Star Is Fall", but not "Ghostar Is Fall" because "Ghostar" is not a valid function. This is in fact the solution to one of the endgame puzzles.]]



* RosesAreRedVioletsAreBlue: The aptly named level Island-0, "Poem", is centered around the rules "ROSE IS RED", "VIOLET IS BLUE", "FLAG IS WIN", and "BABA IS YOU".

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* RosesAreRedVioletsAreBlue: The aptly named level Island-0, "Poem", is centered around the rules "ROSE IS RED", "VIOLET IS BLUE", "FLAG IS WIN", WIN" and "BABA IS YOU".



** The endgame worlds are all treated as these, as they're not shown on the map [[spoiler: and all require successive layers of going deeper and deeper into levels within levels into and then eventually manipulating levels themselves.]]

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** The endgame worlds are all treated as these, as they're not shown on the map [[spoiler: and [[spoiler:and all require successive layers of going deeper and deeper into levels within levels into and then eventually manipulating levels themselves.]]



** The final endgame world, [[spoiler: Meta]] has two deviously hidden Extras. The only clue for the first is [[spoiler: noticing that one of the blossoms on the overworld is yellow instead of red like the others]]. The other one involves some outside-the-box thinking to form [[spoiler:"Cursor is Level", transforming the ''level cursor'' into a level itself. In fact, this level is so secret that its completion doesn't even count towards your score.]]

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** The final endgame world, [[spoiler: Meta]] [[spoiler:Meta]] has two deviously hidden Extras. The only clue for the first is [[spoiler: noticing [[spoiler:noticing that one of the blossoms on the overworld is yellow instead of red like the others]]. The other one involves some outside-the-box thinking to form [[spoiler:"Cursor is Level", transforming the ''level cursor'' into a level itself. In fact, this level is so secret that its completion doesn't even count towards your score.]]



** [[spoiler: "All is Done" causes a black hole which then expands on the main map.]]

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** [[spoiler: "All [[spoiler:"All is Done" causes a black hole which then expands on the main map.]]
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* DroneOfDread: Altering the "[X] Is You" in any level such that you can no longer control any object in a level stops the music and plays an ominous low hum instead. The level will stay like this as long as no object is "You." [[spoiler:The secret ending replaces the title screen music with the same sound, and the only way to return the normal music is to quit the game.]]

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* DroneOfDread: Altering the "[X] Is You" in any level such that you can no longer control any object in a level stops the music and plays an ominous low hum instead. The level will stay like this as long as no object is "You." "You", since you can't do anything. However, the "UNDO" command lets you go back a step if this happens. [[spoiler:The secret ending replaces the title screen music with the same sound, and the only way to return the normal music is to quit the game.]]



** If you push text around such that nothing is You, the music cuts out, leaving only a DroneOfDread. If you wait a few moments in this state, the game will remind you of the Undo and Restart commands.

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** If you push text around such that nothing is You, "You", the music cuts out, leaving only a DroneOfDread. If you wait a few moments in this state, the game will remind you of the Undo and Restart commands.
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** The Chasm world, as well as [[spoiler:the endgame worlds ???, ABC, Depths, and Meta]], don't stick to one solitary level theme]].

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** The Chasm world, as well as [[spoiler:the endgame worlds ???, ABC, Depths, and Meta]], don't stick to one solitary level theme]].theme.

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* AllTheWorldsAreAStage: The Chasm world, as well as [[spoiler:ABC and the endgame worlds ???, Depths, and Meta don't stick to one solitary level theme.]]

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* AllTheWorldsAreAStage: AllTheWorldsAreAStage:
**
The Chasm world, as well as [[spoiler:ABC and the [[spoiler:the endgame worlds ???, ABC, Depths, and Meta Meta]], don't stick to one solitary level theme.]]theme]].
** The ''New Adventures'' expansion pack constantly mixes themes as well.
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** The word ALL does not include Text, Empty or [[spoiler:Level]], because that would've seriously complicated things.

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** The word ALL does not include Text, Empty or [[spoiler:Level]], because that would've seriously complicated things. things -- [[spoiler: or in the case of Level, spoiled the endgame.]]
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* FloatingPlatforms: The theme of Mountaintop's levels "Floaty Platforms" and "The Floatiest Platforms." [[spoiler: Except on the latter, the name is a bit of a RedHerring.]]

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* FloatingPlatforms: The theme of Mountaintop's levels "Floaty Platforms" and "The Floatiest Platforms." [[spoiler: Except on the latter, the The name of the latter is a bit RedHerring, though; it misleads you into thinking you can't leave the "platform" spaces, which is part of a RedHerring.the solution.]]
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** The New Adventures! level pack adds a level called "Exactly As It Says" which has the rule "not baba without not hedge is win". That is, to win, all objects except hedges must be gone. Alternately, you must control a single baba and touch a hedge.

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** The New Adventures! level pack adds a level called "Exactly As It Says" which has the rule "not baba without not hedge is win". That is, to win, all objects except hedges must be gone. Alternately, you must control a single baba and touch a hedge.hedge while no other objects are present.
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It's more complex than that.


** The New Adventures! level pack adds a level called "Exactly As It Says" which has the rule "not baba without not hedge is win". That is, to win, you must be anything other than Baba, and all objects except hedges must be gone.

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** The New Adventures! level pack adds a level called "Exactly As It Says" which has the rule "not baba without not hedge is win". That is, to win, you must be anything other than Baba, and all objects except hedges must be gone.gone. Alternately, you must control a single baba and touch a hedge.

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No potholes in headline quotes. Also crosswicked an example from a newly-launched trope


->[[RosesAreRedVioletsAreBlue ROSE is RED]]\\

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->[[RosesAreRedVioletsAreBlue ROSE ->ROSE is RED]]\\RED\\



[[TitleDrop BABA is YOU]]

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[[TitleDrop BABA is YOU]]YOU


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* TogglingSetpiecePuzzle: The overarching mechanic of the game consists of alternating the physical properties of ''all'' present setpieces in the levels so you can reach the goal (or even ''create'' one). In each level, there are special blocks that identify the setpieces present (walls, rocks, lava, water, flagpoles, etc.), blocks that provide the potential effects of said setpieces (solid, pushable, harmful, [[InstantWinCondition goal]], etc.), and connecting blocks that link the setpieces with the effects ("IS"). So if the level has a three-block connection showing "WATER-IS-SINK", it means water is unsafe to cross; but if you manage to move any of those three blocks from its position, the effect will no longer be active and the setpiece (water, in this case) is perfectly safe to cross. Cleverness is vital to take advantage of these special blocks to alter the effects and properties of all setpieces, and in certain cases you can not only stack more than one effect to a specific setpiece, but even turn multiple setpieces into ''Babas'' and play as all of them at the same time.
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** Negative rules (which contain the special connector "NOT") override their positive counterparts (hence, "Wall Is NOT You" overrides "Wall Is You"). Multiple negatives are even taken into consideration, as "Wall Is NOT NOT You" is equivalent to "Wall Is You". However, no matter how many NOTs are used, negative rulings always take priority.

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** Negative rules (which contain the special connector "NOT") override their positive counterparts (hence, "Wall Is NOT You" overrides "Wall Is You"). Multiple negatives are even taken into consideration, as "Wall Is NOT NOT You" is equivalent to "Wall Is You". However, no matter how many NOTs [=NOTs=] are used, negative rulings always take priority.
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** Negative rules (which contain the special connector "NOT") override their positive counterparts (hence, "Wall Is NOT You" overrides "Wall Is You"). It can even override itself and bring the rule back into a positive by stacking NOT rules ("Wall Is NOT You" is overridden by "Wall Is NOT NOT You", which itself can be overridden by "Wall Is NOT NOT NOT You", and so on).

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** Negative rules (which contain the special connector "NOT") override their positive counterparts (hence, "Wall Is NOT You" overrides "Wall Is You"). It can Multiple negatives are even override itself and bring the rule back taken into a positive by stacking NOT rules ("Wall Is NOT You" is overridden by consideration, as "Wall Is NOT NOT You", which itself can be overridden by You" is equivalent to "Wall Is NOT NOT NOT You", and so on).You". However, no matter how many NOTs are used, negative rulings always take priority.
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** The New Adventures! level pack adds a level called "Exactly As It Says" which has the rule "not baba without not hedge is win".

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** The New Adventures! level pack adds a level called "Exactly As It Says" which has the rule "not baba without not hedge is win". That is, to win, you must be anything other than Baba, and all objects except hedges must be gone.
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not part of the work


* WhosOnFirst: Reading out loud any rules where the keyword "You" is relevant easily results in this, especially when the keyword "Me" is also involved.
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** [[spoiler:The secret true goal of the game is to ''return'' everything to the primordial chaos of the intro.]]
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* WhosOnNext: Reading out loud any rules where the keyword "You" is relevant easily results in this, especially when the keyword "Me" is also involved.

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* WhosOnNext: WhosOnFirst: Reading out loud any rules where the keyword "You" is relevant easily results in this, especially when the keyword "Me" is also involved.
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* WhosOnNext: Reading out loud any rules where the keyword "You" is relevant easily results in this, especially when the keyword "Me" is also involved.
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->[[RosesAreRedVioletsAreBlue Rose is Red]]\\
Violet is Blue\\
Flag is Win\\
[[TitleDrop Baba is You]]

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->[[RosesAreRedVioletsAreBlue Rose ROSE is Red]]\\
Violet
RED]]\\
VIOLET
is Blue\\
Flag
BLUE\\
FLAG
is Win\\
WIN\\
[[TitleDrop Baba BABA is You]]YOU]]

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* InstantWinCondition: If, at any time, the same object is both "You" and "Win", you immediately complete the level. This is required to clear some levels.

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* InstantWinCondition: InstantWinCondition:
**
If, at any time, the same object is both "You" and "Win", you immediately complete the level. This is required to clear some levels.levels.
** Forming the rule "Level is Win" also instantly wins.

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new adventures is confusing


* ConfusingMultipleNegatives: Several puzzles give you multiple "Not" keywords, and it's possible to stack them together to negate each other. (e.g. "Rock is Not Not Push" equates to "Rock is Push") Exaggerated by [[spoiler:Meta-10, "Just No"]], which gives you ''nine'' "Not"s for the sole purpose of building a rule across an uncrossable line of deadly skulls. Make sure the "Not"-bridge has the right parity!

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* ConfusingMultipleNegatives: Several puzzles give you multiple "Not" keywords, and it's possible to stack them together to negate each other. (e.g. "Rock is Not Not Push" equates to "Rock is Push") Push")
**
Exaggerated by [[spoiler:Meta-10, "Just No"]], which gives you ''nine'' "Not"s for the sole purpose of building a rule across an uncrossable line of deadly skulls. Make sure the "Not"-bridge has the right parity!parity!
** The New Adventures! level pack adds a level called "Exactly As It Says" which has the rule "not baba without not hedge is win".

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** The final endgame world, [[spoiler: Meta]] has two deviously hidden Extras. The only clue for the first is [[spoiler: noticing that one of the blossoms on the overworld is yellow instead of red like the others]]. The other one involves some outside-the-box thinking to form [[spoiler:"Cursor is Level". However, completion of this one level yields no rewards.]]

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** The final endgame world, [[spoiler: Meta]] has two deviously hidden Extras. The only clue for the first is [[spoiler: noticing that one of the blossoms on the overworld is yellow instead of red like the others]]. The other one involves some outside-the-box thinking to form [[spoiler:"Cursor is Level". However, Level", transforming the ''level cursor'' into a level itself. In fact, this level is so secret that its completion doesn't even count towards your score.]]
** Version 449 adds even ''more'' secret levels in the main campaign. [[spoiler:With some clever text manipulation, it's possible to change the dust on the ??? map into another series
of levels that introduce a brand-new word to the campaign, WRITE, which lets you transform objects into copies of certain text. With this knowledge, one level yields can transform one of these new secret levels into WIN text, allowing them to win ??? and bringing them to ''[[SerialEscalation the overworld of the overworld's overworld]]'', Null. However, Null has no rewards.levels of its own, amounting to just being a very meta EasterEgg.]]
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* OffTheRails: [[spoiler: [[LogicalExtreme Taken to a ludicrous degree]] with the "Level" object, which lets you alter an '''entire''' level. This lets you change a level to any object, and that level will show up on the overworld as that object, meaning you can change a level into "Baba" and another into "Flag", meaning you can '''win''' the overworld and be taken to the overworld above the overworld. And this is only the ''tutorial'' for the "Level" object. You can go above and beyond, positioning the level selector over a controlled object that used to be a level, allowing you to ''ride'' that level anywhere. Entire lategame areas have their map essentially become levels themselves, and you have to play the levels [[RecursiveReality inside levels to turn levels into rideable objects to turn more levels into objects for the level.]] You can even turn objects on a map into even more levels. Yep.]]

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* OffTheRails: [[spoiler: [[LogicalExtreme Taken to a ludicrous degree]] with the "Level" object, which lets you alter an '''entire''' level. This lets you change a level to any object, and that level will show up on the overworld as that object, meaning you can change a level into "Baba" and another into "Flag", meaning you can '''win''' the overworld and be taken to the overworld above the overworld. And this is only the ''tutorial'' for the "Level" object. You can go above and beyond, positioning the level selector over a controlled object that used to be a level, allowing you to ''ride'' that level anywhere. Entire lategame areas have their map essentially become levels themselves, and you have to play the levels [[RecursiveReality inside levels to turn levels into rideable objects to turn more levels into objects for the level.]] You can even turn objects on a map into even more levels. At one point on an overworld map, even the ''level cursor'' can be transformed into a hidden level. Yep.]]

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* UnexpectedGameplayChange: Several levels in the Space area that revolve around "Fall" turn into more of a platforming challenge about shepherding objects across each other to reach a destination.

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* UnexpectedGameplayChange: UnexpectedGameplayChange:
**
Several levels in the Space area that revolve around "Fall" turn into more of a platforming challenge about shepherding objects across each other to reach a destination. destination.
** "New Adventures" introduces the keyword "3D", which turns the game into third-person 3D.
** Also in "New Adventures" there's the sub-world Babarcade, which has several levels mimicking various games, such as ''Rush Hour'' and ''Darkest Dungeon''.
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* LevelEditor: The prototype has a crude edit mode enabled by pressing "~" or "\". The initial release of the full game had a better (but clearly still incomplete) editor unused, which can be [[https://steamcommunity.com/sharedfiles/filedetails/?id=1686041344 enabled relatively easily]], and an official version of this editor is in a public beta as of December 2020. This beta editor featured words like Eat, Safe, and Still, as well as new words like Idle, Power, and Feeling. It also included a new Crystal level palette, with a new music track to accompany it! The completed level editor was eventually released with the "Baba Make Level" update in November 2021, with all of the additional aforementioned keywords added along with it.

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* LevelEditor: The prototype has a crude edit mode enabled by pressing "~" or "\". The initial release of the full game had a better (but clearly still incomplete) editor unused, which can be [[https://steamcommunity.com/sharedfiles/filedetails/?id=1686041344 enabled relatively easily]], and an official version of this editor is in was released as a public beta as of in December 2020. This beta editor featured words like Eat, Safe, and Still, as well as new words like Idle, Power, and Feeling. It also included a new Crystal level palette, with a new music track to accompany it! The completed level editor was eventually fully released with the "Baba Make Level" update in November 2021, with all of the additional aforementioned keywords added along with it.
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** A level in the final world is also unsolvable within itself and requires an unconventional solution. [[spoiler: Level Meta-15 "The Box" cannot be solved if the adjacent level Meta-14 is not a flag, as the only way to clear Meta-15 is to make "Level Near Flag Is Win" ]]

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** A level in the final world is also unsolvable within itself and requires an unconventional solution. [[spoiler: Level Meta-15 "The Box" cannot be solved if the adjacent level Meta-14 is not a flag, as the only way to clear Meta-15 is to make "Level Near Flag Is Win" Win".]]



* VideoGamePerversityPotential: Apart from the obvious potential for drawing penises in the LevelEditor, you can also make rules like "[[BestialityIsDepraved Me and Baba make love]]" or "[[CargoShip Keke and box make love]][[invoked]]". Their actual effects are innocent, however. [[note]]The rule "X and Y make Z" makes X and Y spawn Z, and "love" is an in-game object that looks like a heart. Also note that there is an ArmlessBiped character named "Me", which makes the "Me and Baba" rule slightly less questionable.[[/note]]



* WorldWreckingWave: [[spoiler: "All is Done" causes a black hole which then expands on the main map.]]

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* WorldWreckingWave: WorldWreckingWave:
**
[[spoiler: "All is Done" causes a black hole which then expands on the main map.]]
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* ExactWords: Quite a fundamental aspect of the gameplay. For example. Changing things from Baba Is You to Baba is Win doesn't count as a win because baba IS the goal, and you are now NOT the goal. However, Baba Is You And Win does count.

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* ExactWords: Quite a fundamental aspect of the gameplay. For example. Changing things from Baba Is You "Baba is You" to Baba "Baba is Win Win" doesn't count as a win because baba IS there is no "You" to beat the goal, level with; however, "Baba is You and you are now NOT the goal. However, Baba Is You And Win does count.Win" ''does'' work.



* RulesLawyer: Aside from the unwritten rules around text, only the literal rules matter. If the rules don't ''say'' "Wall" is "Stop"...

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* RulesLawyer: Aside from the unwritten rules around text, only the literal rules matter. If the rules don't ''say'' "Wall" "Wall is "Stop"...Stop", then Wall is not Stop.

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