Update 001
With Steam's Next Fest around the corner, we're getting a demo ready, packed with as much bling, pang, and (Ka)bonk as we can manage. It'll give you a good taste of the game, but just enough to keep that inner craving for the full experience alive. For that, you'll have to wait for the final release!
[h2]The Bling & Pang[/h2]
Hmm, these GIFs don't seem to make any sounds...
We've been adding and fine-tuning the VFX, along with matching sound effects for when you break bricks. This is crucial, as it's one of the main ways to deliver feedback to the players.
[h2]Kabonk!?[/h2]
One of the goals in Kabonk! is to make the game playable with just one hand. The other? Physics-based ball manipulation. But what does that actually mean?
It means everything should be manageable with either a mouse or keyboard (or one side of a controller—though we're not quite there yet). But not both at the same time.
We're pushing the idea further by using the same controls for both the game and the menu. But why stop there? Do we even need a traditional menu (or UI)?
To test this, we've been experimenting with portals for traveling between levels—and even for leaving the game.

The other thing we're focusing on is communicate important information through in-game objects. For example, your number of lives is now displayed in a tube right on the screen.

There is a lot more work, so until next time...
[h2]The Bling & Pang[/h2]

We've been adding and fine-tuning the VFX, along with matching sound effects for when you break bricks. This is crucial, as it's one of the main ways to deliver feedback to the players.
[h2]Kabonk!?[/h2]
One of the goals in Kabonk! is to make the game playable with just one hand. The other? Physics-based ball manipulation. But what does that actually mean?
It means everything should be manageable with either a mouse or keyboard (or one side of a controller—though we're not quite there yet). But not both at the same time.
We're pushing the idea further by using the same controls for both the game and the menu. But why stop there? Do we even need a traditional menu (or UI)?
To test this, we've been experimenting with portals for traveling between levels—and even for leaving the game.

The other thing we're focusing on is communicate important information through in-game objects. For example, your number of lives is now displayed in a tube right on the screen.

There is a lot more work, so until next time...