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Kabonk! News

Update 009 - Curves, a DeepDive

[p]In this post, we'd like to delve a bit deeper into how we used interest curves to enhance the game without adding a ton of new features. This deep dive will contain spoilers, so please skip it if you want to keep the surprises for when you play the game.[/p][h2]Interest curves[/h2][p]An interest curve is a method to keep players engaged and invested in your game by creating various ups and downs with moments of excitement. We highly recommend reading "The Art of Game Design" by Jesse Schell. In short, it's all about pacing the game around a curve that looks something like this:[/p][p][/p][h2]Curves for the game[/h2][p]We're planning to have different 'worlds,' each with 5 levels. If we overlay that onto an interest curve, a peak could be on worlds 1, 3, 5, 7 and so on, with each peak slightly higher than the previous one. If we were to rank them based on a score from 1-10, it might look something like this:[/p][p][/p]
[p]World[/p]
[p]Score[/p]
[p]World 1[/p]
[p]6*[/p]
[p]World 2[/p]
[p]2[/p]
[p]World 3[/p]
[p]7*[/p]
[p]World 4[/p]
[p]4[/p]
[p]etc...[/p]
[p]...[/p]
[p]* Peak.[/p][p]In our game, we will not end with a peak and you might wonder why we do that. This is intentional. Let me explain why, but first I'll tell you what this score represents.[/p][h3]How curves are calculated[/h3][p]Kabonk's core gameplay loop involves breaking bricks, catching power-ups, and overcoming obstacles (we call them Level Set Pieces internally). We assigned each of them a score based on fun, difficulty, and interest value. Here are some examples:[/p]
[p]Item[/p]
[p]Fun[/p]
[p]Difficulty[/p]
[p]Interest Rate[/p]
[p]1-hit brick[/p]
[p]1[/p]
[p]1[/p]
[p]1[/p]
[p]Explosion brick[/p]
[p]4[/p]
[p]1[/p]
[p]5[/p]
[p]Pressure plate set piece[/p]
[p]2[/p]
[p]3[/p]
[p]3[/p]
[p]Zap power-up[/p]
[p]5[/p]
[p]1[/p]
[p]4[/p]
[p]Points are from 1-5.[/p][p]The numbers are somewhat abstract since they heavily depend on the level and possible combinations. But they give a good indication of when and where to introduce them. See also our previous update about the upgrade rework.[/p][p]With this scoring system in place, we can roughly create a beat chart and make little adjustments depending on playtests. Q&A is very important because, for example, fun is very personal.[/p][h2]Interest curve-inception[/h2][p]So with all this, we have a good estimate of how our game looks. But these interest curves aren't just for the complete game. When you zoom in, these curves have little interest curves within them. For example, a world has 5 levels, and these need to be interesting as well. This is how our levels will be ranked in each world:[/p]
[p]Level[/p]
[p]Score[/p]
[p]Level 1[/p]
[p]2[/p]
[p]Level 2[/p]
[p]8*[/p]
[p]Level 3[/p]
[p]6[/p]
[p]Level 4[/p]
[p]10*[/p]
[p]Level 5[/p]
[p]4[/p]
[p]* Peak.
Like with the other interest curve, there are little peaks here, except we don't start or end with a 'bang.' The main reason is that the first time you open a new world, there is already the interest of the new and unknown, which is hard to balance. The reason we don't end with the highest peak is that it should be fun and exciting but not difficult. There should not be new mechanics, and players should use their previously learned skills to good effect. To have fun. If a player needs to learn new skills on the last level or it is too difficult, they might get frustrated. I don't want their last impression to be that. They should feel smart, powerful, and earn their fun, which they worked very hard for. So that is our reason for not ending with a peak of difficulty but a peak of fun.[/p][h2]More inception[/h2][p]If we zoom in a little further, we can and need to introduce an interest curve for each individual level too. This is all about level design and making sure you test, test, and test. Our Q&A findings showed, for example, that we should never end with the most difficult bricks at the very end of a level. It might seem obvious, but when you have been so deep in development, you can't always see that. Feedback is very important for that. So thank you.[/p][h2]It is more than just gameplay[/h2][p]So we have all power-ups, bricks, and level set pieces. A few small but very useful tools we haven't mentioned are achievements, unlockables, progress, and surprises.[/p][p]We are planning (not officially announced yet) to add an endless mode. We believe it shouldn't be unlocked at the end of the game but rather somewhere near the end of World 2. Achievements, stats, and leaderboards are also a good way to keep players interested over time. Achievements are a useful tool when introduced at the right beat. Another aspect is surprises. They can even be shown beforehand by unlockable doors to keep players wondering.[/p][p]There is so much more, but hopefully, this gives a little insight into the inner workings.[/p][p]Until next time...[/p][p]p.s. Zap power-up, what does that mean?[/p][p][/p]

Update 008 - gears

[p]A little grind here, some refactor there, something new everywhere! A little late update, but a huge one for sure.[/p][p]While games are awesome to play, see and even to design, there are a lot of gears turning to make it all work. One extra gear added and the whole machine slows down or even comes to a halt. It is the way development is and sometimes you have to grind your way to make it all work (again).[/p][p]Luckily for us, our machine runs smooth and it is not the most complex system out there. Not to say things aren't breaking or need a rework, quite the opposite: fun is only there if you can play it. And sometimes we aren't making fun things, so we changing gears and make it fun.[/p][p]So, this is some of the fun we've added:[/p][h2]Power ups[/h2][p]We have revamped the drop chance for power ups. Now power ups are spawned based on the level and world so we can more gradually introduce them. The reason is that some of the puzzles can only be when certain power ups are or aren't available. But do not worry: you can still have your fire on the triple sized ball.[/p][p]We have added a transparent ball upgrade (or downgrade?) not completely invisible but harder to see.[/p][p][/p][p]We added a slow-, and fast ball power up. Who doesn't like more stress, huh?[/p][p]We improved the visuals and flow for the slowdown time (interp instead of instant), sticky effect is now correctly shown on different shapes and shields (Unreal Devs read more about that here), spinning ball effect improved (our first Streamer - Theinkedavengervod had no idea what was happening), shooting have had a major visual improvement (thanks to the same Streamer).[/p][h2]Bricks and mechanics[/h2][p]While power ups are the more fun part of the game, they are useless without some challenges. We have added a few things too![/p][p]We have added movable objects. We hope this will give players an extra dimension when playing levels.[/p][p][/p][p]We added black holes (and inverse black holes). They may sound extreme for a brick breaker but we think they add enough variation to still be fun![/p][p][/p][p]We added ice bricks, they can slide around and interact with objects.[/p][p][/p][p]We also added splitting bricks, like the classic D&D oozes! I mean. All games have some D&D in them. Right?[/p][p][/p][p]Gates and paddle teleport got a visual upgrade.[/p][h2]Other[/h2][p]We are reworking the flow of starting a level, getting to settings and exiting the game. We are still fan of not adding a UI, but we absolutely wouldn't like the give players unnecessary frustration or confusing. We need to learn, improve and fix what is needed.[/p][p]Therefore when escaping in menu you will be lead directly in a settings menu with a dedicated exit. Escaping in game will still give the classic pause with an exit to menu option. We'll see.[/p][p]We improved ball physics.[/p][p]We revamped the drop chances.[/p][p]We have still a lot to do.[/p][p][/p][p]So, until next time![/p]

Update 007 - And, go!

[p]Our initial 'release' on Steam was the demo we launched a few weeks ago. Perfectly timed for Steam Next Fest, but with enough leeway to keep the stress at bay.[/p][p]But let's be honest, it was a bit nerve-wracking. All those new experiences and firsts can make us a bit on edige. For what it's worth: it has given us even more respect for our fellow game developers. It is a lot of work.[/p][p]Since talking about Steam Next Fest: We've added a few games on the bottom that caught our attention.[/p][p]But first things first... Here's an update.[/p][h2]Leaderboards[/h2][p]We've added Leaderboards for each level (currently, 50 in total!). It's pretty awesome to see your name set in stone for others to see.[/p][p][/p][h2]Sticky effect[/h2][p]What's a brick-breaker without the 'sticky' upgrade? Exactly, not a brick-breaker! Here's an early concept.[/p][p][/p][p]Pushing some limits.[/p][h2]Shield[/h2][p]Another small but essential upgrade is increasing the paddle size (or decreasing it). Instead of just making it larger or smaller, we decided to give it a more interesting look.[/p][p][/p][h2]And more...[/h2][p]For those paying attention: We've added more bumpers and portals! But more on that later.[/p][p]In summary:[/p]
  • [p]Added a sticky-effect;[/p]
  • [p]Added shield;[/p]
  • [p]Added bumpers & portals;[/p]
  • [p]Improved map-size for standard levels;[/p]
  • [p]Improved ping-pong effect;[/p]
  • [p]Decreased minimum velocity among axis;[/p]
  • [p]Added a 3-hit brick;[/p]
  • [p]Added invisible brick;[/p]
  • [p]Initialized 50 levels;[/p]
[h2]Shout out[/h2][p]A little shout-out to those games in the Steam Next Fest.[/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink]As always, until next time![/p]

Demo v0.2

Hello! Just a small update with some visible changes!

First of all, thanks for playing the demo! It is soo cool to see and know people actually playing a game you have been working on so long. Even if it is 'just' a demo.

Luckely we have no big issues as of yet but there are some small chances:

  • Leaderboards are now visible in game (top 3)
  • Improved Ping Pong effect on higher-end systems
  • Removed jittering on larger resolutions


If we missed anything.... let us know!

Until next time.

Kabonk! demo is here!

The Devil is in the details, but we only have chaos :).

And the Devil can be tamed, sort of. Or we are just chaotically aligned.

Whatever the case. We have some amazing news to share. And let's start with a big one...

[h2]Demo is.... ready!?[/h2]
We have been working towards Steam's Next Fest and one of our targets was a Demo. A playable chunk of our game, or at least the vision of it. And it is... sort of... there. I'm afraid. We are afraid... What if... if only... what should we... Arrr. A game is never finished, is it? Are we enjoying it? Hell yes. So. Good. It is available! Enjoy the demo!

[h2]Playtest?![/h2]
And if you enjoy, or preferably, not enjoying the demo: Please join the playtest and throw everything you've got at us. We want to make the best game possible that we all can enjoy.

[h2]Achievements[/h2]
Not officially promoted on the store but we have already one hidden achievement for the demo. A small test for us, but a bigger beast is waiting to be unleashed! The final version will probably, **probably**, have a lot of them. Because they are pretty lit!

[h2]Bonjour, Ciao, Hallo, Hola, Здравей, Ahoj, Hej, Hallo, Hei, Γειά σου, Helló, Halo, こんにちは, 안녕하세요, Hei, Cześć, Olá, Olá, Bună, Привет, 你好, Hola, Hej, สวัสดี, 你好, Merhaba, Привіт, Xin chào[/h2]
We have translated the store to each supported language using a combination of Google/Bing translate, And using our own interpretations. Hopefully, there are not too many "stone bricks"-mistake-like translation errors. If you find any (that annoys you enough), please let us know and we get them fixed!

[h2]One Leaderboard to rule them all (demo)[/h2]
For the demo, we have added a Leaderboard. One. The total time of completion. For the final version, more extended boards will be available. We've also added the highscore and current score for each level!


[h2]Any Mac gamers out there?[/h2]
Even though we use the Unreal Engine, porting to all Operating Systems is not just a push of a button (it can be, just not for us at the moment). But smashing a few buttons at random and a working Mac version was cooked! Now we are figuring out what specs are needed and how to get this working in our pipeline. Hopes are high!

[h2]Small but notable[/h2]
- Initial ball is now relative to the paddle's shoot direction
- Improved visuals for the switch
- Ping pong now has an impact when shot perfectly
- Animation added when teleporting to worlds
- Worlds will not reset when finished
- Fixed issue where abilities could be activated when paused
- Improved open/closed visuals for portals
- Added special effects for some unique power-up combinations
- Improved guide direction when the first level is completed
- Spawned balls will shoot automatically after 5 seconds (except first)
- Improved balance for powerups
- Slightly decreased limitations for vertical movement
- Added settings for mouse sensitivity and sound
This is not a contester for /r/badUIbattles.
- Increased shoot interval for shot-powerup, removed shoot limit
- Ping pong tip added on level 6
- Added some fun for in the end :)


Most of those changes are the results of letting people playtest the game. They may look and sound small, but they are an enormous help and improvement for the overall experience. We thank all for that. Especially you, D, C, F, J, F, M, Z, P and those others :-). We love you.

Until next time!

Ow. Btw. Did we told you about the demo? Go check it on our store page! It is out!