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Ballbuster

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Devlog

  • Designing touch controls for Ballbuster
    August 08, 2026 by lorenzoprinci#platform, #mobile, #controls
    Ballbuster started life as a keyboard-controlled platformer. I'm a lifelong PC gamer so, keyboard, or keyboard + mouse, is just how I think about "controls." The nature of how Ballbuster was developed... Continue reading
  • Designing Mazes vs. Machines: The Level Design Challenge Behind Ballbuster
    August 04, 2026 by lorenzoprinci#platformer, #2d, #puzzle, #maze, #level design, #game design
    One of the biggest differences between Brickslayer and Ballbuster is the fundamental shape of a level. This distinction has proven to be one of the more challenging, and enjoyable, aspects of creating... Continue reading
  • From Brick-Slaying to Brick-Saving: How Ballbuster Came to Be
    August 02, 2026 by lorenzoprinci#platform, #demo, #puzzle, #maze
    Building Brickslayer was a blast, from a simple idea, to a full-on puzzle creation sandbox to build Rube Goldberg Machine-inspired chain reactions and developing game mechanics around it was more fun... Continue reading
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