Karboom For Mac
KarBOOM's cheap nowA relatively common thread in comments on KarBOOM has been that $10 is too much for a local multiplayer only game. For some, this isn't the case, and they've been playing and enjoying KarBOOM for over a year now. For the rest of you, KarBOOM's now $4.99, just in time for Christmas:) I really appreciate the support of everyone who has bought the game, as well as those who spread the word about KarBOOM! If it gets on Steam, keys will be made available to whomever has already bought the game through Steam-friendly distributors, such as www.desura.com or through the widget on KarBOOM.net. The short version.Up to 12-player car-sumo with a variety of modes - knock each other out of bounds, fight for points or just to survive, compete for possession of the flag or the battle ball, play in teams, free-for-all, or one against everyone, bid on how long you'll survive, play KarBall (think car soccer) or replace the ball with a flag (think car rugby). Get KarBOOM on its karboom.net (which I personally prefer, since you get links Humble-Bundle-style, you get a Desura key anyway, AND more of the sale price goes to me), as well as Desura, Indie Game Stand, ShinyLoot and FireFlowerGames for $4.99 US, and I can't imagine it being much different (if at all) on Steam. karboom.net KarBOOM brings the console party-game experience to PC (whether Windows, Mac or Linux).
Play with up to 8 gamepads and up to 4 players on keyboard(s). Play in one-on-one duels, 6 teams of 2, 2 teams of 6, 12 player free-for-alls, or just about anything in between. This kind of game plays best with gamepads (XBox 360/One, PS3/4, Wiimote+Nunchuk, Logitech, presumably the Steam Controller. Anything that your computer can recognise and has at least one analog stick or equivalent), and KarBOOM makes it easy for every connected controller to configure their own controls quickly while setting up their kar, without interfering with other players.
What's in the game?5 game modes:. Showdown - best with fewer players, particularly the showdown level that comes with the demo.
Each player has one life and must outlast everyone else as the level changes to force the game to its conclusion. The Sandstorm Showdown (in the demo) shrinks fairly quickly, making it impossible for all players to stay on the level for long.
Gamble - a strategic game mode that's a bit more drawn out and requires at least 2 human players to play, players bid on how long they think they can last against everyone else. The highest bidder gets the chance to prove their skill - if they last as long as they bid, they get points towards victory. If they don't, they lose those points. The demo level provides an open area with grass in the middle (a hazard in KarBOOM) and open edges, giving the highest bidder plenty to watch out for.
Klassic - played free-for-all and/or with teams, choose to compete towards a score limit, life limit, or time limit. Stay off the grass and try to get your opponents onto it as you try to outmanoeuvre the opposition. Klassic has more mutators than other game modes for added variety, so check those out below. KarBall - think car soccer or car rugby, depending on the mutators. Play one-on-one, in teams against each other, or in teams with each other against a team of bots. My mates and I kill lots of time playing KarBall.


Switch on the flag to make it more like rugby - the flag must be carried to the goal line, and can be passed between team mates by bumping into each other. There are also 4 mutators, depending on game mode, that can change the rules:. Weak Spot - add a glowing weak spot to the backs of all kars. Any kar hit on their weak spot will instantly explode, so watch your back!.
SlowMo - slow down time whenever someone boosts. This not only looks cool, but can really leave you exposed if you miss someone with your boost and they take advantage of the slowmo to careful time their counterattack.
Karboom For Mac Os X
Battle Ball - only in Klassic, add a big heavy ball to the arena. The last kar to touch the ball gets possession of it, causing them to glow and giving them a mass advantage against all other kars (which is a big deal in this game). If weak spot is enabled, the kar's weak spot disappears.
And if you're playing in teams, the entire team gets this advantage - think about having some kars protect the ball while others wreak havoc throwing around their extra weight and seeking enemy weak spots. Flag - whoever (or whichever team) holds the flag gets a constant stream of points, or causes everyone else to lose lives, depending on the rules in place. You'll want to set a higher score limit or life limit when playing with the flag. The bigger you kar, the faster you get points (since there's almost no advantage to having a heavier but less agile kar when playing Flag) - and that score rate is doubled if Battle Ball is enabled and you (or your team) have possession of the ball! There's also a bunch of different levels for each game mode - 2 for KarBall, 3 for Showdown, and 7 that work in both Klassic and Gamble. Each level is designed to provide different strategic options for players, and encourage different combinations of rules, player numbers, and mutators.
Sorry, Robin! I haven't been very communicative, but a bad thing and a good thing have delayed things quite a bit. A wrist injury put me out of development for weeks (that's the bad thing), and I'm getting married next month, so the planning has kept me very busy (that's the good thing). So there hasn't been any development for a couple of months, I'm afraid, and probably won't be for a couple more. But I'm looking forward to finally getting back into it and finishing it off.
Sorry for the delay!