Charging as a core gameplay mechanic

Caromble! is a brick breaker game. However, I dare to say it is not JUST a brick breaker game. Our aim is to create an interesting and engaging game world, where the core gameplay mechanic is that of a brick breaker.
Gameplay wise, there are several things in Caromble! which you would probably not expect in a brick breaker game. The 3D elements in the game serve an actual purpose and are an integrated part of the level designs and highly influence the gameplay. Our dynamic subareas within the levels add an exploratory factor to the game. Furthermore, the charge mechanic and some special, fresh new powerups add an extra dimension to the brick breaker genre.

Besides these gameplay mechanics, we also focussed a lot on creating an interesting game world. For some players, playing a game is purely about the abstract game mechanic. Other players like to be emerged in a fictional world, where their fantasy can make even bigger and greater stories than the game designers intended. To help you create an interesting game world, it is good to have established a backstory. With this, I do not mean Hideo Kojima-like cutscenes, but a small consistent story in the back of your head. This can be very useful as a game designer. In a next blog I want to tell you more about Caromble!‘s backstory and why I believe it is useful to have one. For now, I just want to say that having only a small hint of a story can already give you many ideas for creating or improving the world your game is ‘living’ in. This can help you think of objects that are within and outside the game world, and can suddenly fill in the gaps if you’re struggling with designing a boss fight. Context leads to ideas.

The world of Caromble! feels alive and I think that the dynamic elements in the game are a big part of how this is achieved. We have 3 kinds of dynamic elements in the game:

– Essential dynamic elements within the gameplay. These can require timing and sometimes bring puzzle elements to the gameplay. A level cannot be completed without using it.

A dynamic ramp that is essential for the gameplay

– Non-essential dynamic elements within the gameplay. These can be moving obstacles that influence the physics world and can have unexpected big impacts. Remember, chain reactions in physics == fun

A none essential car in the level, just for fun

Lastly, and in my opinion a very interesting one:

– Non-essential dynamic elements outside of the gameplay. Often placed in the background or between subareas of a level.

Barrels in the background for an Industrial atmosphere

Moving elements in the menu that are non-interactive

This last one does not influence the gameplay whatsoever, but I believe that these elements are a major ingredient for making a living, breathing game world. I think that when a player sees objects that are somewhat consistent with the created context (made possible by a (small) backstory), they unconsciously make associations and make a (bigger) story in their head. In their self created/associated world, the actions of the player, which in Caromble! is that of a ‘simple’ brick breaker mechanic, can have a bigger meaning in that world. You’re not just jumping on mushrooms. No, you are saving the princess of mushroom kingdom.

A train on the side of a level, which can’t be hit by the ball

All of a sudden the player has a role in a fictive world, and as a game designer you should aim to give as many possibilities for the player to make associations within that world. This in turn makes it a richer and livelier world. I think that dynamic elements, even in the background of the game, helps you achieve that.

 

Only two weeks ago, we have changed the movement of our game’s antagonist, such that it always follows/looks at the paddle. Immediately I experienced more of a threat from our scary red bad guy, and I think the game world has become livelier because of this change, with only little effort. What do you think:

It’s always watching you!

Brick breaker games are often referred to as breakout clones. But just as not every first person shooter is called a wolfenstein clone, perhaps Caromble! can help to establish an actual genre. At least we hope that the world we have created for Caromble! helps in engaging many players to enjoy the brick breaker mechanic.

The barrels actually fall into the level

 

 

« »