KABOUNCE is the competitive multiplayer pinball game where you control the ball.
It is a mix and mash of mechanics inspired by pinball, Mario Kart and Rocket League. Two teams compete in a best of three format. In each round players bounce and ricochet off bumpers to claim them and collect points. Players can steal points from their enemies using an array of abilities. At the end of each round, the highest scoring team wins.
Brief Development History:
KABOUNCE originated in an Unreal Engine game jam, originally made by 3 NHTV students. Since then, we have worked a full education year on the project, ramping up and adding more talented students to our roster.
KABOUNCE was greenlit within 6 days on Steam after only 6 weeks of development. After that we decided to take the project further than its original scope. We’ve since showcased the game at INDIGO, GDC San Francisco, various local events and we will be showcasing it at Gamescom Cologne.
- Best Student Art: we feel KABOUNCE is an interesting and unique mix of inspirations between a Tron, sport, and fantasy art style. KABOUNCE also features an elaborate customisation system, having an abundance of particle effects, skins, and modifications to choose from with millions of possible combinations.
- Best Student Game Design: the game is at its very core a fast paced competitive multiplayer game. We’ve done something that we consider unique, and has not been done before, make a single player game multiplayer by switching the point of view of the player. Rather than controlling the table, they control the ball. The result is non-traditional style of play with experimental controls and game rules which have positively challenged us this year. We also designed a range of abilities, levels, a customisation system, and spent a lot of effort tweaking the UI and UX of the game.
-Best Student Technical Solution: aside from the usual challenges of creating a fully functional multiplayer game, we’ve also integrated the game with Steam, and other – yet to be announced – hardware. Furthermore, our programmers created a fully functional AI with ‘personality’ variables, created a complex system of databases to handle the customisation Design, and created tools for our Designers and Artists to work with. From databases of variables which control every aspect of the game, to event managers and ability components which allow rapid iteration throughout the project. We tried to create a professional high quality working environment for our entire team.