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RUMBLORB: working on combo shots and item practice

Throw the next marble while the first is still moving. The practice area in development also lets you try all six items without using up inventory.

The cover is a promotional illustration for RUMBLORB.

I’m developing RUMBLORB around rolling, launching, and putting spin on marbles to aim where you want. This time I worked on practicing combos: throwing the next marble while the first is still moving.

Combo practice in the development build

Combo practice in the development build

The practice area lets you try power, burst, landing prediction, scanner, bounce coating, and adhesion before moving to the next step. Practicing does not consume item inventory.

Debris from broken structures is now processed across multiple frames. I’m also working on the cost of collision calculations and debris generation. The stutter on some devices is still there, and I’m continuing to work on it.

RUMBLORB is currently an internal test build being prepared for launch. Marble movement and item responses are still being tuned.

See the project and more screens