Category: Events


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Dearest Caromblers!

As you probaby already know, Caromble! is available on Steam Early Access! Instead of updating 2 blogs, we have decided to post all of our development updates on the Steam announcements. We hope to see you there!

We would like end to this blog site with an interview that Thomas D. and Raymond gave in London at PC Gamer Weekender. You can find us again in London next week at EGX Rezzed.

Enjoy this video and enjoy Caromble! 🙂

 

As with every game on Early Access, there is always a risk that a game may change drastically during development. Some games even get abandoned before their planned release date.
The changes in how games are sold over the last few years and the bursting of the indie game bubble mean that we’re fishing in troubled waters.
Of course, the last thing we want is to abandon a game we’ve worked on for so many years. But the truth is, to be able to finish the game and make Caromble! the game we’ve always envisioned it to be, some drastic changes are necessary.

After a long discussion within our team we are proud to present to you: Pay-Per-Ball. What does this mean for the game?

  • First of all, Caromble! will be free!
  • Secondly, balls that are lost in the game can only be regained by buying them in the In-Game Ball Store (IGBS).

Balls can be bought individually or in Ball-Packs. The more balls you’ll buy, the cheaper they get.

To compensate people who already bought the game, we give away a pack of 100 balls to everyone who currently owns Caromble!. We are currently in discussion with Steam about the pricing of a single ball. What do you think? What should be the price of a single ball?

We hope you understand and that you’ll have many more balls to play with.

Sincerely,

Crimson Owl Studios

UPDATE April 8, 2016: This post was an April Fools’ joke 😉

Balls

Hi fans, friends and random people who stumble upon this website accidentally,

This week we have finally released Chapter 2 onto Steam. Chapter 2 introduces Caromble!‘s first Arkatron with the special power: Focus! We are very proud of this milestone and hope you like the 4 new story levels and 2 skill levels as much as we do. We sent around a press release to announce this milestone and you can find that one below. We are currently working hard on finshing Chapter 3 and hope to release it soon! Let’s get ready to Caromble!

Greetings from the Crimson Owl Studios team

Caromble! Chapter 2 is now available on Steam Early Access!
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Caromble!

Caromble!

The Brick Breaker over 6 years in development

 

Watch the Video
 ♫ This is Caromble!: A fresh new take on the brick break game! 

 



This is Caromble!

This is not just another brick breaker game. This is Caromble!: a fresh new take on the brick break game. Fight evil with physics-based destruction, puzzles, explosions, unlockable skill-levels, power-ups, mayhem, boss fights, more explosions, further puzzles, speedruns, superscore medals and much more… Visit us on Steam

Our story: One day. Every week. For over 6 years.

Our story is: high productivity, slow progress and being very persisting. Why we still work on it? Because we love it! We love to transform this retro genre into something exciting and new, hopefully you will love it too!

We are Crimson Owl Studios, a team of 5 one-day-a-week indie game developers – with regular jobs as software developers and a professional artist – working every Friday for over 6 years on Caromble!.

The Road to Gold

Last year we brought our development version of Caromble! to Steam Early Access. Chapter 2 is our first major update. The full release will contain six chapters; which will be released somewhere in 2016. However, our planning skills are not top-notch… If you want to know more about the reasoning for this Early Access adventure, please check out this absurd team video!



We hope to get as much feedback as possible in Early Access to create the brick breaker you’ve always dreamed of! Visit us on Steam

Thanks and best wishes,



Crimson Owl Studios
Caromble! Arkatron
Chapter 2 introduces Arkatron #1: Focus
Copyright © 2016 Crimson Owl Studios, All rights reserved.


Presskit:
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In our first Early Access release there are two skill levels to unlock. The first is Sharphooter, for which three medals are needed. Have you unlocked it yet? Can you beat Peter’s highscore:

Once you have defeated the Chapter 1 boss, Two teaser levels for Chapter 2 and 3 are unlocked as well. Chapter 3 introduces multipaddles and we hope you are excited for them. What do you think of our crazy-pazy work-in-progress shader effect:

We are currently working hard on finishing Chapter 2. Check the pinned discussion on Steam to keep track of our progress. We are aiming to release Chapter 2 before the end of October, but yeah… part-time indies 😛

For the Dutch fans, or any happy travelers; in 2.5 weeks, from 9-11 October, we will be attending FirstLook in Jaarbeurs Utrecht. Here you can play Caromble! and have a sneak peek at our Chapter 2 levels! Hopefully we see you there!

Dear friends,
Remember my happy dance in the last blog post? Well, the time has finally arrived. We know you have been patient. We know you sometimes wondered whether Caromble! would ever see the light. But after more than 6 years of development, coming Friday on the 28 of August (yes… 2015 you clowns), Caromble! will be available on Steam Early Access.
As Friday is our one-day-a-week-indie-game-development-day, it only makes sense to do the Early Access release on a Friday. Otherwise, who would take us seriously right? Get in the mood already by checking out our new fresh trailer:

Also, if you are considering to participate in Caromble!’s Early Access, make sure you check out our Early Access Explanation Video, to find out whether Early Access is something for you:

We are thrilled to finally release Caromble! and we hope you are too!

Caromble!: The Playtest

Dear Caromble! followers,

Yesterday we made another big step towards the release of Caromble!. We have held an extensive playtest session. The ingredients were:

  • 13 friends from inner and suburban circles
  • Several story levels
  • A few skill levels
  • 5 PC’s and 2 laptops
  • Coffee, crisps and chocolate
  • Observation and a survey that should help us determine what we want to change, balance or add to the game before the release

The developers, nervous for the playtest.

 

After 6 hours we collected all data files, had some drinks, played some PES2015 (sorry FIFA fans) and talked with the playtesters about their first encounter with Caromble!; the game with which we aim to create the most epic brick-breaker game in the history of the universe.

We are now analyzing all our notes and processing the surveys, but here are already some of the results:

  • Many playtesters laughed when they catched the Pixelate power-down for the first time
  • 50% of the players destroyed the boss in their first or second attempt
  • No crash of the game occurred all day long (what we are quite proud of, as it is running in our own game-engine)
  • We encountered one gameplay-breaking bug:

    This should NOT happen!

  • Unfortunately 4 playtesters could not come (snowy reasons), one of them being a woman. Now we only had male playtesters
  • 3 bags of crisps were eaten
  • One player wore a Fez shirt, which is very cool:

    Thank you very much playtesters! You were awesome and Caromblecious!

  • One player thought that one of our gameobjects looked like a giant red dildo. Not sure whether we should address this…

 

We have had a great time and so much useful feedback. We want to thank all playtesters once more. We were very happy with your effort, feedback and joyful faces. Thank you!

Happy developers after a successful playtest day of Caromble!

 

Indievelopment 2014

Yesterday (April the 7th) was Indievelopment in the Netherlands. A small conference in Utrecht with speakers like Paul Weir, Clemens Scott and Jonathan Blow. Apart from the great talks many dutch indie-games were showcased. You could play games like Metrico, Reus, Symmetrain and -of course- Caromble!
This wasn’t our first showcase, but it was the first time we had to build our own booth. This was our setup:
20140407_173753
It was great to hear all positive feedback and see people really enjoy our game. We would like to thank Indievelopment and all people involved for a great day!

Interview with the Crimson Owl Team

The interview with our team is finally online! Check it out if you haven’t already:
gamekings_logo(It’s in Dutch)

Back from Gamescom

gamescom

We are back from our two-day visit to Gamescom.

This Wednesday we left at 6:30 from Utrecht and arrived two hours later in Cologne. First we went to the Holland Pavilion to check our own game. To our surprise it didn’t work. The gaming pod which Caromble! was on featured multiple games which you could browse. Unfortunately, the game browser couldn’t start our game. As we couldn’t fix this at the spot, we called our headquarter in the Netherlands to fix it (Thanks, Thomas D!). Next we checked some other indie games in the business area and talked to its developers. Afterwards we visited the public Gamescom areas and enjoyed the over-the-top booths of the big companies. In the evening we had dinner with fellow game developers at the Neumarkt, visited a jazz bar, and let the massive Cologne Cathedral (Kölner Dom) impress us.

gamescom

The next day was all about meeting people, and to show our game to them on the laptops we brought. We had some scheduled meetings, but most of the time we tackled people, mostly press, to talk about our game and get to know each other. It’s hard to get in touch with the right people when they don’t have a booth, and when it’s impossible to read their business card from outside their personal space. In the evening we ended our Gamescom tour at the Holland Pavilion which was really crowded at that time because of the great games and free drinks.

Meet us at Gamescom 2013

Coming Wednesday (21st) and Thursday (22nd) we will be in Cologne at Gamescom. Hopefully we will raise some more awareness for our stunning game!

Caromble! can be played at the Holland Pavilion (Hall 4.2, booth number B-030) because our friends at Dutch Game Garden put our game on INDIGO.

We don’t have a booth ourselves, but we will pop up everywhere to let you play our game (with Leap Motion if you like), talk about games and game development, or talk business.

Would you like to meet us? Please contact us via Twitter: @caromble@oxpal@peter_cc_heil,  @raymondbijl

See you in Cologne!