This is Caromble!: A fresh new take on the brick break game! Free the corrupted world and fight evil with physics-based destruction, puzzles, explosions, skill-levels, power-ups, mayhem, more explosions, further puzzles, platforming elements, speedruns, superscore medals, unlockable challenges and boss fights.
All Reviews:
Positive (19) - 84% of the 19 user reviews for this game are positive.
Release Date:
Aug 27, 2015
Developer:
Publisher:

Sign in to add this item to your wishlist, follow it, or mark it as not interested

Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Watch our Early Access video explaining our intention and goals if you´re more a fan of listening than reading!

Caromble! is ready to meet gaming enthusiasts who want to take part in our development process. This is NOT yet the complete game and we motivate you to buy Caromble! in Early Access only if you like to be part of the creative process of fine tuning and polishing Caromble!. Also, you should expect occasional gameplay bugs or other issues in this phase.

We are only 5 guys working part-time on this game every Friday of every week since 2009. Now, it is time for us to step out of our developer garage - actually from our kitchen tables - and share Caromble! with the world! We would like your input to balance and improve the Caromble! experience. In this phase you can have a major impact on the development process. Your input on power-ups, boss-fights, skill-levels and anything you want to share with us will helps us tweak the difficulty and make the game challenging from beginning to end.
Furthermore, It is unlikely that we have found every bug ourselves. A community that can help us with finding the remaining bugs and technological or compatibility issues is something infinitely valuable to our small team with our limited resources.
We would love to meet you and hear what you think of Caromble and how you think it can be even better. Get your hands dirty on this work-in-progress and help us to finish Caromble! to make it the brick-breaker you’ve been waiting for!”

Approximately how long will this game be in Early Access?

“Until we and the community are happy with the game. However, as we only work on Caromble! for one day a week, it might be a bit later than we'll hope. We have already been in Early Access for a year, but we are still not ready. We will continue to work every Friday on Caromble! until it is done.

We have already created the contents of all 6 chapters, which we now want to polish, balance and tweak. We will gradually add new story and skill levels to the Early Access build.”

How is the full version planned to differ from the Early Access version?

“The final version will have more content, better performance, and provide a more stable experience. The current Early Access release contains the prologue of the story mode, three story mode chapters - containing 12 story levels - and 5 skill levels. We’ll continue to add content until all 6 story chapters are in the game, along with more challenging skill levels and backstory elements.”

What is the current state of the Early Access version?

“All core gameplay mechanics of Caromble! are in place. The current Early Access build contains the first 3 chapters, and allows the player to unlock five skill levels. This build can be finished in about 120-180 minutes depending on the player's skill. Collecting all the medals and reaching the highscores on all skill levels will take more time.

We’ve tested the build on about every machine we could get our hands on. On those machines the build was stable. But, being a small team lacking resources, it is hard for us to have access to all hardware out there. So yes, there might be bugs. We'll fix them with the highest priority, but we only have a single day every week (and an occasional night) in which we can do this.

We think the production value is close to the quality of the final build. That is, unless the community's feedback proves otherwise.”

Will the game be priced differently during and after Early Access?

“Caromble! will have the same price during Early Access as when it hits full release. In the end everyone will have the same content. Therefore, we feel that the price should not be different. The player can decide when it's Caromble! time: if you want to be a part of the development process, that time is now!”

How are you planning on involving the Community in your development process?

“Community involvement is our reason to be available in Early Access. We want the player's feedback as much as possible! We'll use Caromble's Steam forum with separate topics for bugs, features, difficulty, etc. We will create some polls about Caromble!'s gameplay features like power-ups, and we might even release the level editor to the more brave and bug-resilient members of our community.

Furthermore, after every Caromble! Friday we post an update on our steam community hub. Also we keep a development blog (updated slightly less frequently) and will respond to messages on Twitter (@Caromble) and Facebook.

We will spend as much time working with the community to finish and improve Caromble! as necessary to make it the brickbreaker game you have always dreamed of.”
Read more

Buy Caromble!

 

Recent updates View all (90)

January 4

Caromble! Friday #473 - Our Procedural Texture Workflow

Since we're working with a small team on Caromble!, We have to find ways to optimize the work-flow. In the beginning I did a big degree of the art analog - with pen and paper. But in recent months I've set up a very procedurally. Basically keeping the style but letting the computer do the work for me. Here I'll describe in layman's terms some steps of how I go about it.

I should first describe what procedural art means. You can think of it as the artist not doing the actual artwork anymore, but describing rules to the computer that it then executes. This has some disadvantages: it takes longer, and needs a different skill set that you have to learn (e.g. knowing how to program is useful). The upside is that you can then just tell the program: Do some more variations. So the more assets you need, the more the initial effort will pay off.

A specific twist in my use-case is that I'm trying to emulate a unique style.

Let's first take a look, of what a final object looks like:


Starting out here with the final look of the diesel locomotive, so you see what the target look was. It has a bit of a comic style, but still shading and some little details.


Five years ago, there was not much in usable procedural tools out there. Now tools like Substance Painter became essentially industry standard. A lot of texturing-work you once had to do draw by hand in Photoshop - a tool that was made for ... well, editing photos - you get now done near automatically. With Painter you can for example just take a 3D object, and drop a material like "wood" on it, and *boom*, your asset looks like made from wood.



A working view of Substance Painter. You can see for example the swaps on the side that I could drag on an object to give it a specific material.

Painter is in essence made for painting details onto the 3D object - so here is the final result I export and then use in our game engine.
For the actual process, the program first calculates various properties of the 3D mesh. These I can then use to create rules - like "where the object has little hidden corners ... make it more dark, to simulate shadow". Notice how this is a flexible process. Depending on the object, I could also say "put dust in these hidden corners". Here is the object with this calculated data projected on it - in this case it's called Occlusion-Map.

A map that shows shadows on the object, called Occlusion-Map - like how it would get darker in corners. It makes the object more readable.

Another such map shows me the elements of the object. It fills them with flat colors, so that with just a few clicks then I can define unique properties for an element.

This map automatically color codes elements. This way I can then easily say "make all girders yellow".

Other examples are a map for showing the thickness of elements:

For this thickness map, the computer automatically calculates every element that is thin (and becomes black here) or thick (white)

Or the location:

The position map is a bit harder to read - but you can see for example, how in one corner everything becomes red. This way you can tell the program for example: "Color everything that's on the bottom in a certain way".

Specifically for my use-case, a map showing the edges is useful.

Here is the "Curvature-Map" - it shows edges that point outside as white, and inward pointing ones as black. I used this one as source to create the first step of my texture.

After all, my style has black lines that mimic how in comics elements are separated - which I try to make look like simple ink line style. Using the map you see above, I told the program to automatically draw a black line on all inner and outer edges. Here is the result.

This outline is completely automatically generated - I told the program to add some distortion, to have more natural look.

It all still needs a more detailed artists input. In the following step, I go in and add by hand all details that the program by itself can not know. Like that locomotives have little lines and exhausts.

I went in and painted in the 3D view, to add specific details like lights.

Using the earlier mentioned Position-Map, I then add variation to the surface.

This step is now automatic - it adds variation. I'm using the height information from the earlier layers, to tell the program: Add more damage at the bottom (as there would be more dirt and such on a train)

I can then easily color it all and export the final result - in this case the flat map with all color details.

The actual texture in the flat view.

There are some more twists and turns to it all, for example Normal maps. These are nowadays used in all 3D engines, to show the shape of small details on a flat surface. But for sake of brevity I'll skip some finer points.

The Normal-Map - it shows the 3D engine what 3D shape the smaller elements have. Again, a lot is automatic - I've put for example a wobbly structure on it, to make it seem a bit damaged.

With this result I can use another procedural program, called Substance-Designer. I can then process the export images and create new sizes and color variations with one click.

I use Substance Designer to take the base texture and automate the creation of color versions.

[caption width="640" align="aligncenter"] These are colors I let Substance Designer create for me.

Another such program is Houdini.

This is a damaged version, which also includes some distortion of the 3D model, which I do in Houdini.

And just as an example, here is a completely different object - but since I could just reuse the rules I've set up for the train, most of the result comes for free.

It's a little cabin/exit (kinda like one you would see on a top of a building). It has all the style-elements used for the train, just adapted.

Again, thanks to the automation, it's just one click to get all these color versions.

The damaged version of the building could use the same procedure as the train - with only some adjustments, so that chipped paint for example wouldn't expose metal, but rather concrete.
3 comments Read more

December 14, 2018

Caromble! Friday #472 - Commercial Chapter Asset Collection #2

Here are some more of the shiny new versions of the commercial assets.

As shown in the first asset update last time around (thanks for the positive comment about them :)), they all now have a nice default version, a proper damage state and color variations.



Building in Construction


Damaged construction building.


Color Variations of the building.


Little extension building


Broken version


Color variations of the extension.


Apartment block - base version.


Destroyed version.


Apartment colors.


Bridge for Pedestrians.


Curve of the bridge.


Color versions for the bridges.


Wagon for a train


Damaged wagon.


Colored wagons


And as a special building with no destruction or colors: An industrial funnel.

4 comments Read more
See all discussions

Report bugs and leave feedback for this game on the discussion boards

Reviews

“Super-Duper Breakout”
Rock Paper Shotgun

“Caromble! is the game that I’ve needed for years but had no idea I was missing.”
God Mode Mag

“.. easy to learn, but hard to master.”
9/10 – Game Review Bomb

About This Game

This is Caromble!; A fresh new take on the brick break game! Free the corrupted world and fight evil with physics-based destruction, puzzles, explosions, skill-levels, power-ups, mayhem, more explosions, further puzzles, speedruns, superscore medals, unlockable challenges and some surprises you would't expect in a brick breaker game. Brick break your way to glory and discover a world of nostalgic wonder. Let’s get ready to Caromble!


The full release of Caromble! will feature:

  • 24 levels divided over six chapters
  • Each level has multiple playable areas
  • Physics based destruction
  • Medals for speed runs and highscores
  • Numerous unlockable skill levels
  • Powerups
  • Explosions
  • Powerups that cause explosions
  • Explosions that release powerups
  • Puzzles
  • And yes... platforming elements (say what?!)



    The current state of the Early Access build is:
    • Buggy
    • Not fully optimized for performance
    • Contains the first 4 chapters with 16 areas
    • And 6 unlockable skill levels
    • Production quality equivalent to release quality
    • Very enjoyable


    Please help us improve Caromble! Report bugs. Play the game. Enjoy the mechanics. Don't like the mechanics? Tell us about it! Tell us why you think Caromble! is great. Tell us why you think it stinks. Know somebody who might enjoy Caromble!? Help us find them! We're forever in your debt.


    Thank you for playing Caromble!

System Requirements

    Minimum:
    • OS: Windows Vista or higher
    • Processor: i5 second generation or equivalent
    • Memory: 2 GB RAM
    • Graphics: Geforce 8800GT or equivalent
    • DirectX: Version 10
    • Storage: 400 MB available space
    Recommended:
    • OS: Windows Vista or higher
    • Processor: i5 second generation or equivalent
    • Memory: 2 GB RAM
    • Graphics: Radeon 6900 series or equivalent
    • DirectX: Version 10
    • Storage: 400 MB available space

What Curators Say

7 Curators have reviewed this product. Click here to see them.

Customer reviews

High Volume of Reviews Detected:
Exclude  or  View Only
Review Type


Purchase Type


Language


Date Range
To view reviews within a date range, please click and drag a selection on a graph above or click on a specific bar.

Show graph



Display As:
Review Beta NEW!
When enabled, will sort reviews by new Helpfulness score. Read more about it in the blog post.
Show graph
 
Hide graph
 
Filters
Review Helpfulness Beta Enabled
There are no more reviews that match the filters set above
Adjust the filters above to see other reviews
Loading reviews...