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Caromble! Friday #351: Playtesting Chapter 3

We've playtested the four story levels of Chapter 3. Let's take a look at this example:

In this example we found three things to improve.

1) Darkness
The dark strokes between the animated lights might hinder gameplay—especially on some monitors. Caromble! sometimes has a dark atmosphere, but we think it's more important that you can actually see what you're doing while playing the game ;-) We're going to tweak this.

2) Too much blue
We've placed blue bumpers and blue toyboxes. It's probably better to have a bigger contrast between these different gameplay objects. Bumpers are always blue in Caromble! so we're going to change the toyboxes to another color variation.

3) Gear fail
This one is harder to notice. One of us placed a rotating gear in the background, but forgot to check that it actually rotates correctly :-D

The example above shows a small part of a 'subarea'. As each level in Caromble! consists of 3 subareas, we've playtested a total of 12 subareas. (Actually, there are also bossfight areas, but we playtest those separately.) This playthrough we've collected around 75 minor improvements in total. This might seem a lot, but it's pretty ok! However, we also found some gameplay breaking bugs—the kind of issues that make it impossible to finish the game. For example: some necessary power-ups aren't spawned and some models were resized and no longer hitable with the ball. We'll fix those in our current Bug Sprint!