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Steam News26 January 20206y ago

Caromble! Friday #522: Gameplay without a paddle

Dear Caromble! friends, Our Caromble! project started as a technical prototype, mainly tot test the capabilities of our self-build game-engine. This was over 10 years ago.

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What changed

0 fixes2 additions2 changes0 removals
  • Gameplay
changedOur Caromble! project started as a technical prototype, mainly tot test the capabilities of our self-build game-engine. This was over 10 years ago. We started out as die-hard techies, but as our inner designers emerged and as we grew confidence in our level design skills, we dared to use the potential of Caromble! to investigate the gameplay possibilities of a brick breaker (breakout/arkanoid) game beyond what was done before.
addedWe believe that with Caromble! we found ways to add new layers of gameplay, elements of other genres, into a brick breaker game which hasn't been done before. Because of this it is still exciting for us after all these years to be making this game. Because of this it is exciting to play.
addedWe hope you'll be surprised in every new chapter with the new types of gameplay we introduce. There are still many ideas to explore, but we're currently working on the final level of Caromble! and we can't do everything. Feature creep is a pitfall we stepped in over and over again. But looking back, it also helped us to make Caromble! into something unique. Something that's become more than a brick breaker. It's a... ehm... well, it's Caromble!.
changedIn the final level there is one thing we still wanted to explore: is there gameplay without the paddle? Caromble! provides special powerups in the form of Arkatrons. Are these gameplay elements powerful enough to justify the absence of a paddle? We will now premiere some footage of chapter 6. The development of this level is currently in the gamepay phase, so lighting, graphics and polish are not yet there. Take a look at gameplay from our last level and let us know: Do you think there is interesting gameplay in Caromble! without a paddle?

Caromble! changes

changedOur Caromble! project started as a technical prototype, mainly tot test the capabilities of our self-build game-engine. This was over 10 years ago. We started out as die-hard techies, but as our inner designers emerged and as we grew confidence in our level design skills, we dared to use the potential of Caromble! to investigate the gameplay possibilities of a brick breaker (breakout/arkanoid) game beyond what was done before.
addedWe believe that with Caromble! we found ways to add new layers of gameplay, elements of other genres, into a brick breaker game which hasn't been done before. Because of this it is still exciting for us after all these years to be making this game. Because of this it is exciting to play.
addedWe hope you'll be surprised in every new chapter with the new types of gameplay we introduce. There are still many ideas to explore, but we're currently working on the final level of Caromble! and we can't do everything. Feature creep is a pitfall we stepped in over and over again. But looking back, it also helped us to make Caromble! into something unique. Something that's become more than a brick breaker. It's a... ehm... well, it's Caromble!.
changedIn the final level there is one thing we still wanted to explore: is there gameplay without the paddle? Caromble! provides special powerups in the form of Arkatrons. Are these gameplay elements powerful enough to justify the absence of a paddle? We will now premiere some footage of chapter 6. The development of this level is currently in the gamepay phase, so lighting, graphics and polish are not yet there. Take a look at gameplay from our last level and let us know: Do you think there is interesting gameplay in Caromble! without a paddle?

Dear Caromble! friends,

Our Caromble! project started as a technical prototype, mainly tot test the capabilities of our self-build game-engine. This was over 10 years ago. We started out as die-hard techies, but as our inner designers emerged and as we grew confidence in our level design skills, we dared to use the potential of Caromble! to investigate the gameplay possibilities of a brick breaker (breakout/arkanoid) game beyond what was done before.

We believe that with Caromble! we found ways to add new layers of gameplay, elements of other genres, into a brick breaker game which hasn't been done before. Because of this it is still exciting for us after all these years to be making this game. Because of this it is exciting to play.

We hope you'll be surprised in every new chapter with the new types of gameplay we introduce. There are still many ideas to explore, but we're currently working on the final level of Caromble! and we can't do everything. Feature creep is a pitfall we stepped in over and over again. But looking back, it also helped us to make Caromble! into something unique. Something that's become more than a brick breaker. It's a... ehm... well, it's Caromble!.

In the final level there is one thing we still wanted to explore: is there gameplay without the paddle? Caromble! provides special powerups in the form of Arkatrons. Are these gameplay elements powerful enough to justify the absence of a paddle? We will now premiere some footage of chapter 6. The development of this level is currently in the gamepay phase, so lighting, graphics and polish are not yet there. Take a look at gameplay from our last level and let us know: Do you think there is interesting gameplay in Caromble! without a paddle?

Thanks for reading and we believe 2020 will be the year!

Source

Steam News / 26 January 2020

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