Game
Bombasm
8 years ago

Nearing the End


Hey all,

In the past few updates we’ve talked about many new, planned features such as AI bots, new art, new levels, and more. Behind the scenes, we’ve even talked about things like new modes, online networking, mechanics, and menu redesigns. However, we recently had a long, passionate talk about the direction we’ve been heading in, and we’ve decided that what we ultimately want is to just finish this game instead of creating the grand experience we accidentally got ourselves into.

We have been working on Bombasm, on and off, for many years now, and it’s time to put it to rest. We wanted to acquire some funding from either a publisher, kickstarter, or both to afford new talent and resources, but it’s beyond our scope and personal interests. Bombasm, from our own jaded criticisms, is a fun little game as it stands, and you all seem to enjoy it, so right now, we just want to polish what already exists to make it more fun. We will be retracting some of the previous statements made, and assets implemented to scale down development and focus on what matters.

When creating a game, most game developers start out with what’s called “design pillars”. These are trademark features that, in a grand sense, should always be held true for that game. This is what is written on Bombam’s design doc:

1) Conflict: Level and combat design always push players to engage with one another in interesting patterns.

2) Explosive: Extremely energetic features as of sound, art, and gameplay.

3) Accessible: Simple to pick-up, but difficult to master.

4) Conscious: Intentional and responsive action in combat, even in consideration of the chaotic nature of explosives.

This was the first piece of concept art for Bombasm:

5d0b9d71c2df0.png

For the most part, we’ve done a fair job at accomplishing these four pillars, and we’re proud of that! In recent months, we wanted to make a highly competitive, tactical experience, but knowing that we were able to make something along the lines of what we initially wanted is liberating. Now we feel that we can move on, take what we’ve learned, and make a new game!

Thanks for supporting us this far. In the coming months, Bombasm will have a beta release, and will be on sale for 50% off until the final build launches.

Regards,

Nick Lee (Creative Producer)
@Moonbow_Dev / @illEverlee



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