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Kabonk! News

Update 011 - On Stage

[p]Hello Brick Breakers![/p][p]First of all. Thanks! Thanks for anyone playing so far in this newly updated demo! We are very happy with the results so far. And talking about results. Let's check the standings of our Debut Festival Leaderboard...[/p][p][/p][p]This looking good, Jassie.[/p][p]Anyway. Let's get back to Brick Breaking. And some of you have been breaking (some bugs) badly. Here are our improvements, fixes and other updates.[/p]
  • [p]First. We improved some of the 'grinding' levels. Looking at you, Level 6, Level 10 and Level 20. They are smoother and more polished now.[/p]
  • [p]Second. We have added achievements! Pling Pleng![/p]
  • [p]Then, we fixed some collisions with the paddle, or lack thereoff.[/p]
  • [p]Also, some of the pickups were not visible or barely visible. Not sure why it differed from the development build the other, better developer, fixed it. Thanks![/p]
  • [p]Fixed issue where random paddle shapes could not shoot. Bang bang![/p]
  • [p]We had some feedback about the dropping of pickups. We have added a little, just a little, bonus the longer no pickup has been dropped. There wont be any massive drops. Promise.[/p]
  • [p]Fixed issue where leaderboard wasn't updating after finishing the game.[/p]
[p][/p][p]Wait, what was that?[/p][p]There are a few more weeks to get yourself in the Hall of Fame! So good luck![/p][p]Until next time.[/p][p]One more thing. We have a discord. Let's go.[/p]

Debut Festival Leaderboard month!

[p]Join the fun at Kabonk!'s Debut Festival this August! Our brick-breaker game is kicking off its first event, and you can shine on the leaderboards![/p][p]Compete on special leaderboards for each game theme all month long. Aim for the Top 3 to make your mark![/p][p]Download the demo, blast through the first 20 levels, and secure your spot in the Kabonk! Hall of Fame in the final game, that looks like this. How cool is that?[/p][p][/p]

Update 010 - eye candy

[p]Hello Brick Breakers fans. The longer we are in this classic zone to more related games we find and all are special in their own way, so I made a little shout-out to some of them below. But for now, not the biggest update but perhaps the most visual update since a while. Here is some eye-candy![/p][p]We are finalising the game menu, or more specifically, the level select. Still with our stubborn approach :). Welcome to Kabonk![/p][p][/p][p]When you first enter the 'level select' you will see three major themes stand out. Without to much words, just enjoy some motion.[/p][p][/p][p][/p][h2]We have achievements![/h2][p]No longer a secret, no longer a work in progress*. Here is the first look of an achievement![/p][p][/p][h2]And more...[/h2][p]Next to these major overhauling we have added or changed the following:[/p]
  • [p]Improved overal lighting;[/p]
  • [p]Added more contrast between game elements and environment;[/p]
  • [p]Changed the colors of the 3, 2 and 1 hit bricks to red, yellow and green with a more clean look;[/p]
  • [p]Fixed sound bug where music would reset on some effects;[/p]
  • [p]Added sound volume options for sound effects and music;[/p]
[p]*There is always work in progress. So, until next time![/p][p]p.s. Checkout some new Brick Breakers in the meanwhile:[/p][p][dynamiclink][/dynamiclink][/p]

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]