<?xml version="1.0" encoding="UTF-8" ?><rss version="2.0"><channel><title>Ballbuster Devlog - itch.io</title><link>https://lorenzoprinci.itch.io/ballbuster</link><description>A sequel to Brickslayer, where you control Bricky Ballbuster through multi-screen maze puzzles to help get him home.</description><item><guid>https://lorenzoprinci.itch.io/ballbuster/devlog/1620999/designing-touch-controls-for-ballbuster</guid><title>Designing touch controls for Ballbuster</title><link>https://lorenzoprinci.itch.io/ballbuster/devlog/1620999/designing-touch-controls-for-ballbuster</link><pubDate>Sat, 08 Aug 2026 05:46:27 GMT</pubDate><category>devlog</category><description><![CDATA[<p>Ballbuster started life as a keyboard-controlled platformer. I&#039;m a lifelong PC gamer so, keyboard, or keyboard + mouse, is just how I think about &quot;controls.&quot; The nature of how Ballbuster was developed...</p>]]></description></item><item><guid>https://lorenzoprinci.itch.io/ballbuster/devlog/1616706/designing-mazes-vs-machines-the-level-design-challenge-behind-ballbuster</guid><title>Designing Mazes vs. Machines: The Level Design Challenge Behind Ballbuster</title><link>https://lorenzoprinci.itch.io/ballbuster/devlog/1616706/designing-mazes-vs-machines-the-level-design-challenge-behind-ballbuster</link><pubDate>Tue, 04 Aug 2026 09:21:20 GMT</pubDate><category>devlog</category><description><![CDATA[<p>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...</p>]]></description></item><item><guid>https://lorenzoprinci.itch.io/ballbuster/devlog/1613858/from-brick-slaying-to-brick-saving-how-ballbuster-came-to-be</guid><title>From Brick-Slaying to Brick-Saving: How Ballbuster Came to Be</title><link>https://lorenzoprinci.itch.io/ballbuster/devlog/1613858/from-brick-slaying-to-brick-saving-how-ballbuster-came-to-be</link><pubDate>Sun, 02 Aug 2026 06:43:45 GMT</pubDate><category>devlog</category><description><![CDATA[<p>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...</p>]]></description></item></channel></rss>