Nice, I like the perk system. Played a few rounds. Quick thoughts:
At first I didn't know that the coins were coins, it just looked like brick particles for visual effect. Maybe having a current coin counter or visual difference would've helped.
Speaking of coins, there's a couple times when the ball and coins were too similar in color, making it hard to find the ball amid a mass of falling coins. Maybe this is by design, but some contrast between coin color and the ball would help.
Both valid points. I colored the coins for two reasons : they are pretty and the perk "coins stain bricks" means that if a red coin hits a blue brick, that brick becomes blue (which helps with other perks like "picky eater" and "color pierce"). I think there could be a short text that changes once you perform the action, so "click to start", "catch the ball", "catch the coins for score", and "clear all bricks", then it would be gone once you finish the first level.
The game is great and clearly a lot of thought has gone into polishing! Congrats
FWIW it also took me a couple of levels to even realize how I was getting coins. A yellow glow around the coins or some shiny effect + clinky sounds would go a long way. The -2 +2 etc. callout numbers could also last longer on the page and just grow in size as they fade out? They were also quite hard to spot
The -1 numbers are when your coin multiplier drops, that part isn't really explained or intuitive. i'm not even sure of how to call it. It's the number of coins that will spawn when you break a brick, and is displayed on your puck. I guess if i displayed " 2 x " on the puck and made coins look like coins, everything would be a bit easier to understand.
I rather enjoyed that I got to make the discovery that the particles were coins, moreover, I enjoyed dropping STRAIGHT into the game without having to read anything or press any buttons. Lastly, this worked flawlessly on my iPhone, bravo to the work you did to make that happen!
Thank you. Making coins looks like coins doesn't require adding text, so i'll definitely do that. And yeah, it's not so easy to convey upgrades effect without text, but at the same time at that point you kind of want a bit of rest so reading is ok. I really dislike game that take forever to load and show pointless menus before letting you play.
I had this same thought; maybe just CSS to make them glow / glint a little? Or make the edges golden? I agree there could be a bit of juice on the coins. Or possibly the noise could be a little more clink/coinish.
Yes, i'll make coins look like coins, sound like them, and roll around. Then if you pick the "coins stain bricks" perk, they'll be colored like before, but by then you should already know what they are.
I like the colors of the balls and kind of appreciate they don't look like coins. May be try showing a number going up over the paddle when a coin is absorbed
As a counter, it made sense and looked fine, they have weight and fall like they ought. Also having something interefere with the ball makes the game more difficult, but you added meta progression as well as per-run progression.
As a huge fan of incremental games, I liked it. I just don't like brickout, haha!
As other mentioned UI needs a few more iterations, but it's ok. I don't think you need to track coins during the run as you don't spend them to buy upgrades - which is not obvious and may require a change in how you communicate things - but on the other hand it's yet another thing tickle your lizard brain and generate additional dopamine boost. A life counter is a must.
Take a look at Electron or Tauri.
This is enough to put it on Steam. In current state it's a very solid freebie, and with some additional work you could charge an entry tier indie fee.
Thanks for the feedback. Fullscreen is offered in the menu when "document.fullscreenEnabled || document.webkitFullscreenEnabled" is true. I've noticed it doesn't show in safari mobile, but you can trigger it by click aA / Hide toolbars. I'll look at the pointer lock, i could easily unlock it once you pause the game with a click, so it wouldn't be too intrusive. For the score, i'm thinking to put the score multiplier there instead, i'll experiment a bit. There's a life counter, in the sense that you start with 0 extra lives, but if you pick the extra life perk, you'll see 1 heart per life next to your score. The game being 100Kb, you can probably guess I'll pass the electron option, but Tauri could be considered. First, I'll just make the web app offline capable. Also, I'm pretty sure that "save page as / Web page, complete" would work on desktop and give you a usable app (YMMV).
I personally dislike Steam (mandatory updates, slow UI, DRM, monopoly, online requirement), and never buy any game there, so it's not a priority to publish there for me, but I might put it there once I have enough interest and price if 4 euros. I'd rather have a good app on the web first, and deal with the various store's rules and painful UIs later, I'm doing this for fun after all.
Silly me, I didn't noticed menu, I was trying to press F instead.
Mouse lock is a must on desktop, but you have to communicate it the user somehow so they don't get confused.
I understand your point about the game being 100kb, but once you decide to publish it on Steam the overhead doesn't matter. People are totally fine downloading 60Gb games, so couple megabytes won't hurt anyone. I gave you those two options because, at the end of the day it boils down to which platform you'll be more comfortable with and which will give you more usable options out of the box.
There is some work to be done with UI, but once you get there don't pass on Steam. If anything it will give you some bragging rights and another point in resume.
And like you said yourself, if you're willing to put some extra work, at 4-5 euro range it will be a steal on Steam. It may take some additional footwork to reach out to content creators to get some inital traction, but the concept is great and I would give it a chance.
Pointer lock is now in the options, it also hides the cursor, let me know your thoughts. Fullscreen mode should be toggled with the F key, or in the menu.
On Firefox android, I don't get fullscreen after adding to home screen. Not sure the cause. Slightly better on chrome but there's still some browser UI shown. I guess it needs to be a configured as a progressive web app. That would be amazing to maximise screen real estate
I just spent an unintentional few hours playing this game; it's genuinely great.
I will say that some of the color combinations were a little punishing. White balls on a white background is a lot. Some of the perks have very murky upsides; having the ball change color isn't ever an advantage, so far as I can tell. It would be nice if the perks had mouseover explanations. Even after hours, there's still a few I have no idea what they do.
Every time I bounce a ball, there's a -1 that doesn't seem to impact the score. What's that about?
If the arcade version of Breakout had had a skill tree, Nolan Bushnell would likely be richer than Richard Branson today.
Some of the perks seem to be downgrades or maybe they require synergy.
Compound interest will tank you combo… unless you use magnetism (necessary) and viscosity (very helpful), at which point you get exponential bonus going.
The perk that gives you more bonus the more bounces your ball does seems like it could be good, but it resets your bonus when you hit the ball with your paddle, so actually it is streak destroying. But maybe there’s some hidden combo with another perk?
Yeah, there are a few footguns in here. Most bad perks are not so bad once combined with sapper+pierce+puck control ball + multiball + bigger explosions because levels finish in 2 seconds anyway
Speaking of finishing maps in 2 seconds—it seems to me that having the number of maps be the thing that determines the run length could be sort of limiting to your design choices in powerups. Enough kaboom and the run will just blow through the screens in an instant, and your run will be over before you can fully enjoy in your overpowered nature.
It could be interesting if time was a component to the whole thing instead. Look at Risk of Rain for inspiration, the game gets harder as time goes by. You have a finite number of power-ups that you can unlock per map, so the player is incentivized to try and keep progressing through the maps at a good rate.
In your case, maybe the player could “buy” a +1 map bonus for their run using coins. The cost in coins could be influenced by the current time and the map number. Then, the player will have to choose between strategies that slow them down but get more coins, and strategies that let them smash their way through maps.
It's also worth mentioning that pierce is likely OP to use gamer parlance. It was the perk I would consistently choose over all others, for good reason; nothing else comes close to upgrading from a knife to a bazooka.
A couple of small translation issues I spotted: "Keep pressing here to play" should really mean "tap repeatedly", I think you should put something like "Press and hold here to play"; the other was one of the upgrade descriptions said something like "slower the ball" which I'd write as maybe "slow down the ball".
You are a GENIUS. This game is so well done! Instant add to my home screen.
For me (Android Chrome) until you click, ie hold and release, the music doesn't play. So I went through a level in silence and got to hear the great sounds only after my first upgrade.
I love the combo of breakout and the homage to vampire survivor upgrades. Mentioning both in the title made the coin and progression mechanics already familiar and comforting.
Btw Realistic coins seems a little like skeumorphic UI design... The bricks and paddle don't look like the real world objects and to good effect.
Thank you. I didn't try chrome on android much so I'll see how that goes. I'm going to guess that clicking the upgrade buttons was enough for chrome to allow me to play sounds, but clicking a canvas wasn't. Coins were initially just glowing colored circles but nobody understood they were coins, i went a bit too much to the other side, i'll find the right look eventually :)
There is an issue with mouse control (I'm playing with a mouse pad but the problem should occur with a regular mouse too): When you move the mouse fast it gets out of the control area and then small movement don't respond anymore until the mouse gets back into the control area which usually results in an overshoot.
It makes the game feels unresponsive when you lose control of the pad because of this. It also breaks immersion because you must know where your pointer is instead of being the pad.
Couldn't play more than a few levels because of this.
That is crazy coincidence. i just released demo my rogue like breakout clone on Steam next fest. i picked a more of a bullet hell/shoot em up kind of approach. Faster the better.
I had great fun playing yours. Sound design is especially good.
Your coins look like coins, i'm a bit jealous and will do the same :) So you're going for a longer play style, with many levels, and a character build where you have a very strong ship at the end ? I think trying to tell stories around such a simple mechanic with nicely designed levels and background is a great idea ! If you release out of steam at some point, I'd love to try it. I'm allergic to that platform and its constant updates, my gaming pc does not connect to the internet and will stay on windows 10 forever.
I'll give it a try. Itch quarantined your page, i'm not sure why. I don't care because my gaming pc is airgapped but you might want to look into it. When clicking download i got this :
WARNING: This Page Has Been Quarantined
Our system has flagged this page for additional review due to potential suspicious behavior from the page owner.
If someone has asked you to download from this page and you don't fully trust them, or their behavior isn't what you recognize, then we don't recommend downloading this file until our team has reviewed the page.
Password-protecting files or pages is a technique often used by scammers in an attempt to block virus and other security scans from detecting malware. Do not trust password-protected files unless you fully trust the uploader.
Thank you. It is kinda like Tetris, blocks falling constantly. you have limited time to get strong and destroy blocks.
i struggled greatly on balancing. My solution was to make director behind the scenes to make sure player never gets bored. Downside is; game is quite hard for non breakout players. Aiming is crucial.
i did release the demo on itch.io
But it lacks some features. i will update it tomorrow.
Interesting. I was thinking it might lead to some cool emergent mechanics, especially combined with puck control ball, but I can see that being suboptimal, especially in how it introduces differences between mobile and mouse gameplay.
Right, I wasn't really sure about that title either. I didn't play vampire survivor, but I saw footage where the game stops completely as you level up, you get to think and choose an upgrade in peace, and then the frenetic action start again. It inspired me to add this mechanic to the game, instead of the quick thinking required in traditional breakout, so that's why i mentioned it. I don't think I can change the title here, but if a mod could remove the vampire survivor mention, it would make the title more accurate.
Thanks for the precision. Never heard of that game. It's also made by reflexive entertainment, the makers of Ricochet Infinity, another breakout game. The (game) world is small.
Great controls. Truly appreciate the effort to understand how a this game may be played on mobile. The upgrades are a nice touch. Maybe add some boss battles?
Oh, that could be really cool, like a last level that starts scrolling down and go faster and faster until you die. But that's for a future major version of the game.
Maybe have an enemy that throws balls and you just hit them back to hurt them. Have a health bar that you need to deplete by hitting them before being able to pass the level. Dunno, might add some kind of story mode to it. Beating the boss would give the user some kind of upgrade or special weapon.
This is amazing. I started playing it with my morning coffee and somehow it became 1pm...
Despite what other people commented, I really liked not really knowing what happens with some (most?) of the updated and having to try them to understand what they do and how to combine them. The last part is especially true: it was just SO SATISFYING when I realized that a perk I hated became my favourite once I was able to pair it properly and catch waterfall of coins :)
One thing I still don't get at all are the white and red ball "paths" that briefly appear from time to time. I don't get what they represent nor how are they triggered, especially as it doesn't look like the ball will actually do that exact path after it hits the puck (if I don't move it). It's a little annoying for the red one, that resets your coin counter, because I can't understand if I can avoid it somehow or do I have to take it as a "random debuff".
Thanks. I guess one perk i could add is "3 random perks" where you have to figure out what you got haha. The flashing lines you see are signaling that you missed the bricks and didn't hit any. That will reset your combo. If you manage to never miss in a level, you'll get and extra upgrade and choice. If you miss less than 3 times, you'll just get an extra choice.
This a tremendously good game, very clean in all ways that matter. Merci beaucoup!
Below is me wilding out a bit, feel free to ignore. The take home message is: great game, thanks!!
I do however wish for two things down the road:
More focus on the run
A) some kind of tracker for where you are in the run (level 2/10)
B) a perk that lets you chose (2-4 choices) what level to go to next (so you can pick ones you like OR search for hidden combos)
C) a perk that lets you prolong the run with 1-3 levels (making it easier to score higher and also to look for hidden combos)
.
Some complexity to the unlocking system
Since you say you are inspired by Vampire Survivors I think there is a lot of space to have more complex unlocks.
Like having levelled a perk to 3 unlocks another perk, 2 level 2 perks can combine to a different perk. 3 specific perks combine to a new one, etc
Completing a set of levels unlocks a final level in the same theme.
Unlocks based on misses per level and/or run.
Unlocks based on coin-catch percentage, obviously 100%, but also others.
Even time based unlocks (completing all levels in a run under X sec, completing every level slower than the previous one, or Mario style time unlocks, so ending on 11, 22, etc)
A/ I had a current level display before, but now the menu is in its place. I guess once you pass level 1 i could display your current level instead of "menu" at the top right. I also want to show the score and multiplier, i'll have to do hard choices.
B/ Yes, letting users pick the next level is a great perk, it's a bit of a code change but not that hard, i added it to the possible new perks list.
C/ This perk already exists (menu/unlocks/+1 level) but you need to score a bit to get it.
I've played a lot of nova drift where the is a lot of complexity to the upgrades system in-run. In previous versions of breakout 71 you would permanently unlock perks level by level but that was a lot of code and not contributing much to the fun, so I got rid of it and you for example just unlock all 3 levels of "extra level" at total score 13000 (all run scores summed).
I did restrict some perks about ball to ball interactions (ball_repulse_ball, ball_attract_ball to having first picked the multiball perk) because otherwise they'd do absolutely nothing.
The misses, coin catch % and level clearing speeds are already tied to an in-game behavior of having more options and being able to upgrade more than once after a level, so I don't know if I'd also add another thing that depends on it. Keyboard users (where it's really hard to not miss 50% of shots) will be mad :)
I never heard of Mario style time unlocks, that sounds like silly fun. You get something for finishing the level in a sepecific amount of seconds, no matter how many minutes?
It seems I misremembered about mario or that i'm just bad at searching, the only thing I could find now is that the trigger for the fireworks is ending on specific number, oh well :)
Obviously you know your game better and have a clear idea of what you want to accomplish. For me it was mostly a case of seeing a long list of unlocks and the only way forward was play another game (repeated a lot of times).
One thing I like about Vampire Survivors is that you can try to figure stuff out and for me that is a much more enjoyable way to play "just one more" run (even though I still haven't found even close to everything, which I would have if it was only time that was needed)
Anyway, thanks again for the game and good luck going forward!
This is super fun, and it works on mobile. Thanks for making it!
If you want some ideas for multiplayer, see if you can dig up “BattleTris” - it was a brown university cs student game that allowed networked Tetris play in the 1990s. I could be wrong but I think Bryan Cantrill was one of the people who made it. Anyway, my memory is that it had a lot of fun ways to mess with the opposing player, and you might find some good ideas in it.
I don't recall ever playing BattleTris, but Tetrinet is one that got passed around IRC a lot in the 90s. It was a blast. Seconding the notion that their gameplay is a good source of inspiration.
TetriNET was fantastic. My students played SO much of it in class after they finished their assignments for the day. We even made/used custom skins to improve visibility and thus gameplay
Yes -- great memory! Amazingly, Adam and I talked about BattleTris on Oxide and Friends just two weeks ago[0] -- and specifically how BattleTris almost prevented ZFS from coming into being. (!)
Yeah,the side by side "collaborative" multiplayer where you can mess with others was fun, but I decided making it fun in single player was a better first step, and multiplayer could come after. I can also more easily test and iterate on single player games. Finally, no need for a backend server if the game is just a static html file :)
A quick note that I think I found a way to cheat that you may (or may not) want to patch (though I’ve still enjoyed my plays while “cheating”).
I’m on iPhone, and can simply lift my finger to pause the game. Putting my finger back down immediately transports the puck to where my finger lands.
So if you just keep tapping slowly where you want the puck to hit a ball or catch coins, you can easily catch most coins and still hit the ball(s), and play the game in slow motion.
I was pretty quickly able to clear a run while collecting most coins, and it became very easy to make it through without missing a ball.
I guess one fix would be to not immediately transport, and have the puck still animate towards where your finger lands.
But still, I imagine it’d still be easy to never miss a ball, because of being able to simulate slow motion. So you may need to drop the “pause on lift” altogether, and just leave the puck where it is but keep the ball(s) and coins moving.
Good point, yeah, it's not hard to exploit this, but as it's a single player game, cheating just hurts you. On desktop, you can open the console and write score=100000. However, i see how the challenge feels less interesting if you have to actively avoid cheating. I think i could add a slower and slower puck move as you pause the game more and more times in a run, this way that "trick" quickly looses interest, while you still get to pause the game if you reached your stop in the metro, and won't be punished for it.
Really fun, nice work. Oops, I skipped the extra life, since it wasn't too clear I only had one. The destroy last brick didnt seem to work. It said I had +1 choice for only missing 3x, but I only received the coin choice. And missed ball gave me a 'list.findLast is not a function' (brave) and didnt run at all on my bit older FF, but not your fault, I lose a site a week at the moment, and I refuse to play the never ending updates game.
Anyway, what a refreshing twist on an old fav. of mine. I dont even know what the console was called, but my cousin had this on an Atari cartridge thingy. Years later I wrote my own in a 4GL that no one will ever have heard of, but I never captured the feel of the original. I think this exceeds the original, well done!
Yeah, it's not clear how many lives you start with, but I'm going to guess people will quickly figure out that the game is over once the ball is lost. Destroy last brick was buggy (< sign instead of <= , silly mistake) but should work now. +1 choice means you get 4 options in the upgrades list instead of 3, but you can still only pick one thing in the list. +1 upgrade happens when you don't miss at all, by the way. Funny, my tests today crashed when I tried to use findLast, and I realized it's not as common of a function as I thought. I've just redefined it to let you play on FF LTS. I'm a grumpy Debian and FF user myself, but I have the latest Firefox because as a Web dev I need to reproduce the issues my users report.
awesome, fixed for brave thanks. I now get to see the 'run finished' page, but feels strange, I played 4 or 5 levels and then run complete, then another 4 or 5 levels, and reached smiley, but looks like you lose upgrades each time. Anyway lvl 3 ball piercing with 2 balls was started to feel like a bullet shooter with coins exploding everywhere, great fun!
I had one level completed that showed 0 out of 0 and 0 in 0, or something like that.
Also an occasion where I got to pick 3 upgrades after a single level, felt like god mode or something hehe.
On my old FF(esr) it fails at ctx.fillStyle = currentLevelInfo()?.color || 'black' (game.js 148) expected expression, got '.' which is what most sites these days seem to use to crash my grumpy old browsing.
Ah yes, I guess the a?.b syntax is also quite new, and as a grumpy many myself, i didn't feel like adding a js preprocessor. This syntax is used 25 times, i think at that point it would be more reasonable to write my game in typescript or something else kids do these days haha. The run should complete at level 7, unless you extend it with the "+1 level" upgrade up to three time. If you stop at level 4 or 5 it means you dropped the ball, or there's a bug. And yes, once the run is over, you loose all upgrades, however some new ones are unlocked and added to the "pool", same for levels, so you'll see interesting new things in the next run.
The "pick 3 upgrades" should happen when you play very well and clear the level in 30 seconds without missing any coins and without ever shooting nothing (well, then you'd get 4 upgrades actually). If the game bugs out and ends the level immediately, it will effectively consider you did all those things. I don't have telemetry, so I have no idea what could have caused this. Can you tell me the OS, browser name and browser version ? I'll give it a try on browserstack. Or maybe even better, open the dev console and see if there's some funny business happening over there
I'm glad you have no stats, especially for hours spent playing!
I have a better feel for it now, and still really like it. Although it can be a bit jarring to have crazy upgrades and clear a level in 3s, only to have completed the run, and be back to 60s+ level 1.
I worked out the extra levels thing you mentioned (it was probably always 7 but felt shorter because of the fast pace!) and I hit 10 levels on a few runs, but the text was wrong a couple times eg. '+1 level lvl 2 - 1 more brick replaced by a bomb'.
The new coins are cute, although I also liked the spray of colour on the old ones.
The repulse is fun, although I had one ball bouncing left to right a few times, before another one shifted it, but could imagine a stuck ball had it missed.
6149 my top score so far. Do those scores/stats persist between plays, otherwise I might never be able to close the browser again!
Right, 'one last game' to see what wind is all about.
The '+1 choice permanently' is maybe '+1 choice until run end', I knew it sounded too good to be true hehe
It would be nice to see which level I am on between levels since that influences choice.
11,531, but more than 10k score from a single level in a few seconds, but it was seriously overloaded! Might be worth to merge 50 coins into fat coins when that happens?
The +1 level shows level count only sometimes.
mouse/paddle gets stuck sometimes, not sure on this one, maybe out-of-play could pause? until back within the play zone.
I got a catch rate 119% I think I had a level with caught more coins than 'out of n'
sturdy? bricks was a fun pick with 3 balls, oopsi!
Thanks for the feeback, very welcom of course. I have to ctrl+f for "hours ago" to find recent messages in the conv, HN is taking some time to tame. For the coins merge, it's already the case, coins sometimes contain more "points" than they seem, once you have at around 300 coins on screen. I suspect the pause/lag could be js garbage collection, there's still a lot to do concerning reuse of particles and coins to avoid sipping on the ram every frame.
I still get a few: 'You caught 0 coins out of 0 in 0 seconds (+1 upgrade and choice). You missed 0 times (+1 upgrade and choice). Well done !'
it would be nice to see score from final level, because it is normally too hectic to see whilst playing!
The level thing looks better, but maybe 8 instead of 7, then goes to 9 instead of 8, 10 instead of 9.
I had a peek at the code, because there was a strange symbol like a pair of eyes at the top, maybe it was the heart.
I play desktop, and when the mouse moves out of bounds left or right, it doesnt move the paddle at all until back within bounds, that is what normally ends my game.
I try to resist playing more because I reached Worms and realised I ran out of perks. Well done again, and best of luck if you commercialise the game.
PS and if you click your username in HM you can access all your comments, it might be easier searching for replies.
Thank you. I enjoy playing it during my programming breaks, and fixing issues as they go, to the point where it often derails me from real work. All that to say, i'll keep working on it :)
It wasn't immediately obvious what the coins were for, as in i would make it so that you spend them on upgrades it ties much more clearly into why i want them.
Easy to add more special blocks i.e double ball, multipliers etc.
level design could become more interesting / think about multiple level stacking, so i feel progress.
XP system is an easy add to unlock some core features maybe a backpack/weapons, things that add simple bulk to the game.
In general a great prototype, watch people play the game and correct peoples first time user experience. You might also need to add a few words to the very first round to help people understand the goals!
Thanks for taking the time to leave me feedback. I'm not sure which version of the game you played, I'll assume it's the v3. There are unlocks, tied to the total score accumulated. "Double ball and more multipliers" are unlockable upgrades. There are 7 levels per run and the upgrades stack during your run. Those levels are picked randomly from a pool of 91 unlockable levels (admittedly, some are a bit basic). I will indeed add a bit more text, but every word comes with the cost of making the experience more like a book and less like a game.
I randomly downloaded it from F-Droid a few days ago, and I've played it a lot (100% unlocked and 66k high score so far, still looking for even more strategies though).
I wanted to bring to your attention a bug that can abruptly end a run: the Respawn perk may cause the ball(s) to keep floating in the void, with no bricks left to hit (it has happened twice, I suppose it's related to Respawn but can't be 100% sure).
Also, I've read in a few comments about features and stuff: I think they're not really needed and even potentially harmful. I love the game simplicity.
What could be improved, in my opinion, is that:
1. The onboarding feels weird
It took me a while to understand how the game really worked. As an example, the metrics for getting upgrades and choices is not explicitly stated in the app, I had to figure it out myself (although I later found some details on the mechanics after digging your website and other sources like HN). A quick optional tutorial may be helpful.
(Other things that were unclear to me at first were the combo and miss indicators. I've notices that the web version does a much better job at signalling misses, I guess probably F-Droid lags behind as usual.)
2. Players can't choose the initial perk
Random is great, but if I'm going for a specific strat I may have to reset a bunch of times to get something I can work with. Which brings us to...
3. Players can't easily reset the run
If I want to restart, I have to (1) find out what perk I have and (2) literally lose the ball. It would be nice to (1) know in advance the starting perk and (2) have a reset button or option in the menu.
Last but not least, there's the game balancing aspect. I feel that some perks are really detrimental to your score, which makes some strategies are clearly superior and others just not viable unless you're optimizing for some other metrics (i.e. you're speedrunning, so time becomes more valuable than coins).
An idea would be to refine the combo increase/decrease and/or upgrade system and/or the ultimate goal of the game, i.e. making top score categories for "most coins", "less time", "least bricks broken", etc.
All in all, the game is already great as is – so I hope it won't change too much.
1. I'll improve the onboarding, but it's a balance between too much text and too little. I think i'll "unlock" some things like the default perk, extra upgrades by playing better, etc.. after a while, and explain them at that time.
2. You can click menu/unlocks/perk name to try the perk, but only for one level. Maybe i could instead start a normal run with that perk.
3. clicking the score at the top right lets you see what perk you have and restarts the game. The button didn't work at some points, but in the latest version (web) it definitely works. Again, it's a "missing tutorial" issue, more than "missing features"
4. The game indeed has a dominant strategy, I haven't reached 66k high score at all, but I can see some perks work better than others. I was thinking about a challenge of not using a perk. So, high score without multiball. High score without hot start. This would make alternative strategies more interesting to develop. Another option would be "hard mode", where the bricks take more hits, perks are rarer, missing resets the level score, missing a coin reduces score... some new level of challenge basically.
I think all those points can wait a bit though, except the ball stuck one, where i'd love to have more details. If you play on web, you can turn game recording on in the menu, and share the video of any odd behavior. This bug is at the top of my todo, but I also have a job and it's not easy to reproduce, so it might take a little while to fix it.
1. I agree about the balance, and I also like the ideas you suggested.
2. Yeah, I noticed. It'd be great if the run would continue from there!
3. Oh, I had never noticed that (maybe because it doesn't really look like a button nor a link). Totally not a "missing feature" issue then (and maybe more like an affordance issue).
4. All nice ideas, but as you mentioned they can definitely wait. Also, let me reiterate that the game is already great, no big change is needed in my opinion. A few small additions might be nice, but I'd keep it simple (and from what I could gather we should definitely agree on this one).
As for the bug, I'll see if I manage to reproduce it on the web version when I have a bit more time. And don't worry about the fix, there's no hurry of course.
Update on the bug: I could not reproduce it on the web version, but in the process I have found something else.
(I already emailed the videos to Renan, I'm posting this here to the benefit of all future lurkers).
1. The ball goes through Sturdy bricks sometimes, but it does not break nor bounce back after hitting them (and indeed this does not cause a miss). I guess this is somehow related to Color Piercing or Piercing (or both).
2. Easy Cleanup activates twice if the latest Respawn happens before all the coins have been caught or fallen off screen (I had Lv 1 on both perks). Here's what happened: the ball hit the second to last brick, the last one is automatically destroyed, but then another one gets respawned and quickly destroyed again.
The first one is a bit jarring, the second one is so marginal that I doubt it even warrants the time investment (but I thought you better knew about it).
Also, two more non-bug related updates:
3. Boring cheat – I found out a way to farm points: if you have Respawn Lv 3 or 4 you can endlessly hit the same cluster of bricks, and if you manage to put the pluck in a comfortable position (i.e. straight line) it's very easy to farm plenty of coins with the aid of appropriate combo perks. No video though, this happened on the app while I was playing casually (it's quite easy to reproduce, though). I wouldn't do that because it's mind-numbingly dull, but still I'm not sure this kind of play is intended or if it should even be allowed.
4. Combo balancing – one thing that makes the best strategy overly dominant is the way combo resets abruptly with everything other than Compound Interest, which pairs exceptionally well to Coin Magnet (which is in itself instrumental to scoring high). If the other combos would scale down accordingly (i.e. 1 coin less when you hit the walls/ceiling/puck – or at least drop some percentage, but not all of the combo at once). This would instantly make many more strategies and combinations viable, because right now it doesn't make much sense to pair Compound Interest to any other combo perks (except in very specific circumstances).
Update: the bug happened one more time, even if I did not choose Respawn. Also, the app crashed on startup once (I couldn't reproduce that, though). Also, new high score (152k), but the run statistics comparison of best 10 run looks kinda glitched (it won't show all the scores).
So, the coins counter, aka score, is at the top right. The combo is on the puck, it's an important number because most of the strategy is about increasing it and catching the extra coins that fall. I agree that it's not the best place to put it on desktop, but there are fewer options on mobile. I'll see how it feels to put it at the top, or even replace the score with just the combo display.
You start with just one life by the way, but if you pick up more they'll be shown as hearts at the top right near your score.
Played again this week. I think the reason I missed the counters before is that they aren't adjacent to the play field and on a wide screen device, they are "way off in the distance", so to speak.
Very fun. But I don't understand why the UI got much worse between V1 and the latest version? You had tool tips, audio, better visuals, and everything in V1.
The V1 tried to combine real time gameplay and strategic thinking, so i added tooltips, highlights, etc.. to try to make that work. In v3 the two things are separated, and I tried to focus on mobile gameplay, with the desktop version being basically a scaled up mobile screen. There should be audio in both, what browser are you using ? The v1 had performance issues because of the use of a lot of css combined with canvas, the v2 is pure canvas and performs much more smoothly on low end devices. My focus for v3 was to make it fun and challenging for me to play it, while still being approachable for my girlfriend, who just wants something chill to play with and has no interest in high scores.
Ah yes, that must be a GC. I optimized the render function to not allocate, but i can do a lot of progress when it comes to reusing objects for particles and coins. I'm a React dev by trade, we're used to creating objects without a thought.
Yes, I'm and android user, but my girlfriend is on iphone, so I better make it work there too. Not going to pay the apple tax to publish a free game on the store though. have you noticed that you could disable the "mobile mode" in settings, and then move your finger over the browser navigation, and it still controls the puck ? Fullscreen didn't work last time i tried in safari but this gives you a bit extra space and time to see the ball coming.
I didn’t have to disable mobile mode to move my fingers over the browser navigation from the app and still control the puck. It’s very replaceable. I like the statistics. Perhaps one that shows a histogram over all games and where you rank for score etc? But top tennis is generous.
In the meantime i found the best way to play on iphone safari is to tap aA/hide toolbars. The histograms shown are your top 10 games. I limited the list because after a while the earlier games and 10 seconds run just pollute the histogram by stretching the interval. A separate list of just the score could be nice, but i don't know if it's so interesting to know you player 30 or 40 games better than the current one before, right ? The goal being to reach high scores, i thought i'd show how they compare to their best version of themselves. There's no global leaderboard because i don't want to maintain such a server and the game is trivial to cheat in.
“Add multiplayer” is of course the annoying request that every game maker always gets, but since you’ve already done it for v2–how hard do you think it would be to combine the multiplayer and the “survivors” type system?
Anyway, fun game. I liked that the perks slowly seemed to ramp up from small tweaks to total game changers as I accumulated/unlocked them.
I think that would be a good candidate feature for a paid version later. When starting v3, I decided to focus on game feel and finding the fun, and disregard everything else, so there's a lot I could do. I still want to make it deeper, and add basic QOL options to let everyone play it the way they like, before adding multiplayers or distributing in more closed gardens. I'm already very happy about the reception the game got here.
I tried it, I've been doing some pretty extensive research. I wasn't a fan of the art style, I prefer very minimal things. You might want to try LBreakoutHD (foss) if you haven't, it's clean and friendly in looks and follows the traditional formula. I really love their other game "swarm gold" though, it's also a very clean ui and control scheme with lots of potential. But it's about murdering aliens and there's fast scrolling, so my girlfriend doesn't like it all.
Here's a small but very frustrating bug report: if you click on "Menu", then "Unlocks", the individual unlock items are clickable. I expected clicking on them to bring up a more detailed description, or something. But it actually just instantly resets the game, without asking for confirmation.
Oh boy, I can see how annoying that would be. There's now a confirmation popup if you click an unlock while on level 2+. And I agree that an explanation there would make sense, i'm still wondering where to put the more detailed texts, for now they are in the readme : https://gitlab.com/lecarore/breakout71
I found myself putting my finger directly into the paddle many times. Instead of the message "Push here to play" you could create a more obvious UI element where one should press (something like the grip part of a slider). Maybe even make the grip glow when you push it for funs :-).
It's fun, but having to clear the last few blocks of each rounds is kind of boring. I'd see more of an endless wave of blocks descending from the top, and an upgrade screen popping up every xp threshold.
The last blocks are indeed a bit boring, but :
- you can use upgrades like "puck controls ball", "Easy Cleanup" and "Wind" to make it easier
- managing to clear everything without missing the bricks is rewarded with more upgrades and options, which let you progress much faster.
I'll consider bricks falling from the top for an "end boss" level that just gets harder and faster over time until you inevitably lose the ball.
Is the ball supposed to change color when it touches the bricks? At some point this started happening which made it nearly impossible to track when there are hundreds of similarly-colored coins bouncing around the screen.
It happens with the "picky eater" and "color pierce". With picky eater, you need to hit bricks that are the color of the ball, and color pierce makes a red ball go right through red bricks, and change color when it hits a different one. You could disable both by enabling color blind mode in the menu. This will be less of an issue once i make coins look like coins and all gold.
In intellectual property law you have a few different concepts including:
- copyright
- trademarks
- patents
Copyright law would generally prohibit ripping off the original assets from another game or copying their code, but it would to my understanding not prevent anyone from making a “clone” of another game as long as the assets and the code are your own. And as long as those assets of yours are actually distinct looking and not the same look or too similar to the original, and your code is your own and not something you wrote by reverse engineering the code of the original yourself. Also there is a concept called “clean room implementation” that is sometimes used where they do reverse engineer other people’s code, but the person or people doing the reverse engineering and the person or people implementing the clone are separate people and the people implementing it only look at documentation from the people that reverse engineered it without looking at any of the reverse engineered code itself.
Trademark law might prevent you from using the name “Breakout” in the name of your clone, if there is a trademark on that. On the other hand, if there was a trademark but the name has become a generic word for the thing, the holders of the original trademark might not be able to prevent you from using the name even so. I have not looked into the trademark status of “Breakout”.
Software patents might prevent you from copying mechanics from a game. For example if there is a patent relating to how Breakout works. I haven’t looked into whether there are any patents on that, as I am not planning to publish any Breakout clone myself.
I assumed that the game was so old the concept was up for grab, but there might be some obscure patent. Given how many successful commercial games were made based on this concept, I'd assume the patent trolls would have killed the genre if there were any with valid patents to show. I might be wrong ^^
I like the idea, makes it much more engaging. Some things were a little confusing like the coins concept. Also sometimes the ball trajectory is a little wonky, not sure if that’s just me. Nice work!
Yes, I need to make the coins look like coins, roll around and sound like coins. I'm still not sure of how to convey the multiplier/combo idea. For the trajectory, the engine is homemade and well, let's say the laws of physics have been simplified.
Any more details on how you made it, tools, etc? It's a lot of fun and I appreciate the gitlab link, just curious about the tooling and process that got you to such a great point.
It's all handwritten js, lots of trying the game and figuring out what's fun, what's not. I don't even use a bundler, right click / show source will show the code I wrote. I made an apk for it and added a small deploy script that ssh to my server and pushes the code. The code is written with webstorm, but you could use anything. I've asked mistral AI for help when it came to making procedural sounds, the rest is just a lot of trial and error. I have a small ui to make levels and icons that's also handwritten.
Does anyone know the url of the variant with multiple balls? Blocks have numbers and you get more balls the more you play. I cannot find it, is was on ycombinator news a few years ago.
I tried this on the morning and noticed that you've already taken some of the suggestions folks make into account. Great job making it so playable on mobile!
Thanks. I packaged on the play store (free). Nobody seemed to care, and it got 0 downloads. It's now on f-droid too, where I got a nice message from a random user. Maybe I should make a paid version for play store/app store/steam, while continuing to give the same game away for free on web and f-droid (it's OSS). I don't like really like app stores and their annoying rules and monopolies, though. And I feel like they don't promote good stuff, they only push adware in front of visitor because they get a cut of the ads, so even if I package the app and publish it (ad free), the stores will probably push the clones. I might eventually make the move, but for now I'm happy to make good OSS software.
Keyboard play is now supported. Use left/right arrow to move puck, shift+arrow to move it faster, space to start/stop, M for menu, S for score menu, and up/down arrows and space/enter/escape to navigate menus.
I could try to build the app on my girlfriend's mac, but more likely I'll see how to make a PWA that installs. For now you can combine "share / add to home screen" and "aA / Hide Toolbar" in safari to get and experience close to an app. Still no offline mode but that's just me being lazy, I need a pretty simple service worker for that to happen.
That's the spirit, I actually also play it while tests runs. I used to play nuclear throne for such short intermissions, i liked how quickly it started up, the lack of filler, variety and limited run length. I just tried to get a similar feel from a breakout game.
Hi, cool and congrats on making a game! I also have a breakout clone in the works but with the twist that I'm doing my own complete 2D game engine for the game.
- The particle effects when the block is broken is a bit disturbing and distracts from the gaming experience since they make it harder to see the ball. And since this is just a visual maybe you want to fade them out or something.
- The size of the blocks seems out of whack with respect to the paddle and ball
- The little effect when the ball hits the paddle is a neat idea!
I like the explosions effect and the sound effects of your game. My engine is very basic, its main goal is to be small, fast and simple, the whole game fits in 100kb compressed. I'm not sure if you realized that the goal of the game is to catch the "particle effects when the block is broken" (aka coins). They didn't look enough like coins before for this to be understandable. The size of the blocks depends on the level size. At the start of the run you get levels with a few huge bricks, at the end you get levels with tons of smaller bricks. I'm confused about which "little effect when the ball hits the paddle" you are talking about, it might be something related to the perks you got.
Just tried your version on Firefox on Android, but it seems to go into a reload loop (I keep seeing the Detenator loading page), then the device becomes unresponsive and Firefox crashes.
You mean the small particles that fly away for 150ms and fade away after you break a brick ? You could disable them (and many other effects) with "menu/basic graphics" if you want, but this never prevented me from seeing what's going on clearly.
did die a few times due to dragging the mouse out of the client area... is there a pause button if someone is trying to talk to me and i cant look away?
Really sorry about that haha. it's meant as a short game to play when you want a break, but i've found myself replaying a few times and really not getting much done.
Nice work. Here’s some crit from someone with a game design degree if you’re interested in refining the visual design. If you’re happy with it as is as a your own little project, feel free to summarily disregard this comment!
Through the comments of the folks here, you’ve surely noticed that some people aren’t really ‘getting’ some of the stuff right off the bat. One of the toughest things about games is the visual communication aspect of it. Notice how little explanatory text most games have now — even the more low-bit style ones? Choosing coins as a mechanism is a deliberate communication strategy— it’s a game mechanic near everyone is familiar with so they don’t need explanation for how it works. A game’s (or any interface’s) visual components must be approached with the same mindset. A designer’s job is to take a step back and ask “what makes a [coin for example] look like a coin? What are the visual signals— from the most obvious, such as a metallic texture and being a round disk, that make people think it’s a coin? How do they tell it’s a coin and not a blank punch-out from a steel electrical junction box? If I take a bunch of pictures of coins into a photo editor and reduce the resolution to something extremely pixelated, what’s the lowest res I can go to while still realizing it’s a coin, and what about those coins are the few remaining pixels conveying?”
And deeper beyond that is figuring out how you can convey things like slowing the ball down without having a little icon. The cognitive load required to parse which icon you’re looking at and the implications of that is a bit much while trying to play a fast-paced reflex-oriented game. It doesn’t seem as hard as it is when you’re the one that chose the icons and configured their behavior, but especially in a deliberately casual game, people probably won’t take the time to become familiar enough with that system to push through the initial cognitive resistance. Identifying objects is a bit different than labelling a button on a control panel because it has context, physical form, and animation. A turtle might be a great way to label a slow-down button out-of-context, but maybe instead that brick could look gloopy and sticky? Conversely, maybe a speed up brick might be arcing or the shape of a lightning bolt, or vibrating like a revving engine block? Maybe you could have a little starburst where the ball teleported from and to when it teleports to visually orient the user better and on the trigger blocks include some of the graphical elements from that to identify it?
Like I said, if you’re happy with this as your personal project I’m not trying to say there’s anything wrong with it! But if you’re looking to refine the playability for broader audience, the visual design would be a great place to start.
You're right, thanks for that feedback. Changing the looks and sound of coins is now on top of my to-do list. For your second paragraph, are you talking about the V1 ? This is where you need to quickly identify all sorts of pictures to realize what you need. I added tooltips and all, but then thought that it would be better to separate the quick action reflex time and the strategic choices, which is what happens in v3 with upgrade choices between levels instead of timed pickups. The coins in v3 look even less like coins, though.
A lot of fun! I enjoy the subtle coloring and changing background texture.
It's a bit confusing at first to grasp that one upgrade is applied randomly at the start of the game (I think?). The first few times I played it felt like the rules were changing and I couldn't figure out what contributes to the score multiplier.
Also, when you get multiple upgrades, the text reads something like "You caught 0 coins out of 0 in 0 seconds (+1 upgrade and choice). You missed 0 times (+1 upgrade and choice)." which is a bit confusing.
Thanks, i put a lot of thought in the neon effects. Yeah, i'll have to explain that in some clearer way. The "You caught 0 coins out of 0 in 0 seconds" is definitely a bug, happened to someone else too, do you mind trying to reproduce it ?
I see the buggy text too (You caught 0 coins out of 0 in 0 seconds (+1 upgrade and choice). You missed 0 times .). Usually on the 2nd+ item selection screen.
I learned about chess960 the other day. It's a variant Bobby Fisher invented because he was bored with "theory" (ie wrote memorization of openings and positions) and wanted a fresh experience. Its basically just chess but you put the back rank (non-pawns) in random positions. As a result you have to (or get to) reason through things from first principles each game.
I guess this is just the random aspect of a rogue-like, but it struck me as very similar to roguelikes. The fact that the experience is different everytime makes things more playable and sparks a certain sort of joy when the randomness variables compliment eachother in effective ways which you can design a game plan around.
> I think any "well known"/traditional game combined with rougelite elements can be a huge success nowadays
This is basically the entire thesis of slay the spire and why its massively succesful.
Yes, here I was mostly trying to make the game sessions shorter, so first you have only one life not 4 or 5, and second you are limited to 7 levels (+3 extra with perks) to score as much as possible. From that, it made sense to pick the levels at random each run, because we lost the variety of going through 30 levels before game over. Then for the upgrade, i just copied what vampire survivor of interrupting the action to leave players time to think. I'm a huge fan of Nuclear throne and wish more games could be started in 5 seconds, played for 2-10minutes, and then let you go back to work. That's the real value of roguelikes for me, the short playtime (because dying after 10h sucks) and intense action with a bit of RNG forcing you to think.
There's a variation of this http://reallybadchess.com/ -- I kind of like it because I don't remember all the classic strategies... many of these just need to be memorized.
Thanks for your advice. I published on the play store and got 0 download. I'll try to get a good game and a few users, then bite the bullet and publish on stores. I don't think I can prevent copy cats, and the game itself is based on another game. Also, it's FOSS (AGPLv3), so this is a very easy target for an unscrupulous copycat.
I agree. I don't mind. I didn't invent breakout. Half of the value of my game is that it's free, ad free, lightweight and very easy to access anywhere, I doubt the copycats will be willing to do that.
I published on the play store and got 0 downloads in a week. The game needs to be popular already to be noticed on those platforms. Same with steam, plus you need people to want it to even be lister. I'm not doing this for the money so dealing with the arbitrary requirements of various stores is low on my priority list.
At first I didn't know that the coins were coins, it just looked like brick particles for visual effect. Maybe having a current coin counter or visual difference would've helped.
Speaking of coins, there's a couple times when the ball and coins were too similar in color, making it hard to find the ball amid a mass of falling coins. Maybe this is by design, but some contrast between coin color and the ball would help.
FWIW it also took me a couple of levels to even realize how I was getting coins. A yellow glow around the coins or some shiny effect + clinky sounds would go a long way. The -2 +2 etc. callout numbers could also last longer on the page and just grow in size as they fade out? They were also quite hard to spot
As a huge fan of incremental games, I liked it. I just don't like brickout, haha!
Consider: (a) locking mouse (b) hiding cursor (c) fullscreen mode
Here's an example if you don't want to search docs: https://mdn.github.io/dom-examples/pointer-lock/
As other mentioned UI needs a few more iterations, but it's ok. I don't think you need to track coins during the run as you don't spend them to buy upgrades - which is not obvious and may require a change in how you communicate things - but on the other hand it's yet another thing tickle your lizard brain and generate additional dopamine boost. A life counter is a must.
Take a look at Electron or Tauri.
This is enough to put it on Steam. In current state it's a very solid freebie, and with some additional work you could charge an entry tier indie fee.
Mouse lock is a must on desktop, but you have to communicate it the user somehow so they don't get confused.
I understand your point about the game being 100kb, but once you decide to publish it on Steam the overhead doesn't matter. People are totally fine downloading 60Gb games, so couple megabytes won't hurt anyone. I gave you those two options because, at the end of the day it boils down to which platform you'll be more comfortable with and which will give you more usable options out of the box.
There is some work to be done with UI, but once you get there don't pass on Steam. If anything it will give you some bragging rights and another point in resume.
And like you said yourself, if you're willing to put some extra work, at 4-5 euro range it will be a steal on Steam. It may take some additional footwork to reach out to content creators to get some inital traction, but the concept is great and I would give it a chance.
I will say that some of the color combinations were a little punishing. White balls on a white background is a lot. Some of the perks have very murky upsides; having the ball change color isn't ever an advantage, so far as I can tell. It would be nice if the perks had mouseover explanations. Even after hours, there's still a few I have no idea what they do.
Every time I bounce a ball, there's a -1 that doesn't seem to impact the score. What's that about?
If the arcade version of Breakout had had a skill tree, Nolan Bushnell would likely be richer than Richard Branson today.
Compound interest will tank you combo… unless you use magnetism (necessary) and viscosity (very helpful), at which point you get exponential bonus going.
The perk that gives you more bonus the more bounces your ball does seems like it could be good, but it resets your bonus when you hit the ball with your paddle, so actually it is streak destroying. But maybe there’s some hidden combo with another perk?
It could be interesting if time was a component to the whole thing instead. Look at Risk of Rain for inspiration, the game gets harder as time goes by. You have a finite number of power-ups that you can unlock per map, so the player is incentivized to try and keep progressing through the maps at a good rate.
In your case, maybe the player could “buy” a +1 map bonus for their run using coins. The cost in coins could be influenced by the current time and the map number. Then, the player will have to choose between strategies that slow them down but get more coins, and strategies that let them smash their way through maps.
A couple of small translation issues I spotted: "Keep pressing here to play" should really mean "tap repeatedly", I think you should put something like "Press and hold here to play"; the other was one of the upgrade descriptions said something like "slower the ball" which I'd write as maybe "slow down the ball".
For me (Android Chrome) until you click, ie hold and release, the music doesn't play. So I went through a level in silence and got to hear the great sounds only after my first upgrade.
I love the combo of breakout and the homage to vampire survivor upgrades. Mentioning both in the title made the coin and progression mechanics already familiar and comforting.
Btw Realistic coins seems a little like skeumorphic UI design... The bricks and paddle don't look like the real world objects and to good effect.
It makes the game feels unresponsive when you lose control of the pad because of this. It also breaks immersion because you must know where your pointer is instead of being the pad.
Couldn't play more than a few levels because of this.
I had great fun playing yours. Sound design is especially good.
https://store.steampowered.com/app/3499470/Rogue_Bricks_Demo...
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i struggled greatly on balancing. My solution was to make director behind the scenes to make sure player never gets bored. Downside is; game is quite hard for non breakout players. Aiming is crucial.
i did release the demo on itch.io But it lacks some features. i will update it tomorrow.
probably the classic example of this particular gameplay mechanic is crimsonland (2003, 2014), on which much of vampire survivors' gameplay is based.
Despite what other people commented, I really liked not really knowing what happens with some (most?) of the updated and having to try them to understand what they do and how to combine them. The last part is especially true: it was just SO SATISFYING when I realized that a perk I hated became my favourite once I was able to pair it properly and catch waterfall of coins :)
One thing I still don't get at all are the white and red ball "paths" that briefly appear from time to time. I don't get what they represent nor how are they triggered, especially as it doesn't look like the ball will actually do that exact path after it hits the puck (if I don't move it). It's a little annoying for the red one, that resets your coin counter, because I can't understand if I can avoid it somehow or do I have to take it as a "random debuff".
This a tremendously good game, very clean in all ways that matter. Merci beaucoup!
Below is me wilding out a bit, feel free to ignore. The take home message is: great game, thanks!!
I do however wish for two things down the road:
More focus on the run
A) some kind of tracker for where you are in the run (level 2/10)
B) a perk that lets you chose (2-4 choices) what level to go to next (so you can pick ones you like OR search for hidden combos)
C) a perk that lets you prolong the run with 1-3 levels (making it easier to score higher and also to look for hidden combos)
.
Some complexity to the unlocking system
Since you say you are inspired by Vampire Survivors I think there is a lot of space to have more complex unlocks.
Like having levelled a perk to 3 unlocks another perk, 2 level 2 perks can combine to a different perk. 3 specific perks combine to a new one, etc
Completing a set of levels unlocks a final level in the same theme.
Unlocks based on misses per level and/or run.
Unlocks based on coin-catch percentage, obviously 100%, but also others.
Even time based unlocks (completing all levels in a run under X sec, completing every level slower than the previous one, or Mario style time unlocks, so ending on 11, 22, etc)
A/ I had a current level display before, but now the menu is in its place. I guess once you pass level 1 i could display your current level instead of "menu" at the top right. I also want to show the score and multiplier, i'll have to do hard choices. B/ Yes, letting users pick the next level is a great perk, it's a bit of a code change but not that hard, i added it to the possible new perks list. C/ This perk already exists (menu/unlocks/+1 level) but you need to score a bit to get it.
I've played a lot of nova drift where the is a lot of complexity to the upgrades system in-run. In previous versions of breakout 71 you would permanently unlock perks level by level but that was a lot of code and not contributing much to the fun, so I got rid of it and you for example just unlock all 3 levels of "extra level" at total score 13000 (all run scores summed).
I did restrict some perks about ball to ball interactions (ball_repulse_ball, ball_attract_ball to having first picked the multiball perk) because otherwise they'd do absolutely nothing.
The misses, coin catch % and level clearing speeds are already tied to an in-game behavior of having more options and being able to upgrade more than once after a level, so I don't know if I'd also add another thing that depends on it. Keyboard users (where it's really hard to not miss 50% of shots) will be mad :)
I never heard of Mario style time unlocks, that sounds like silly fun. You get something for finishing the level in a sepecific amount of seconds, no matter how many minutes?
Obviously you know your game better and have a clear idea of what you want to accomplish. For me it was mostly a case of seeing a long list of unlocks and the only way forward was play another game (repeated a lot of times).
One thing I like about Vampire Survivors is that you can try to figure stuff out and for me that is a much more enjoyable way to play "just one more" run (even though I still haven't found even close to everything, which I would have if it was only time that was needed)
Anyway, thanks again for the game and good luck going forward!
If you want some ideas for multiplayer, see if you can dig up “BattleTris” - it was a brown university cs student game that allowed networked Tetris play in the 1990s. I could be wrong but I think Bryan Cantrill was one of the people who made it. Anyway, my memory is that it had a lot of fun ways to mess with the opposing player, and you might find some good ideas in it.
https://en.wikipedia.org/wiki/TetriNET
[0] https://www.youtube.com/watch?v=VbLz79trgz8#t=14m12s
A quick note that I think I found a way to cheat that you may (or may not) want to patch (though I’ve still enjoyed my plays while “cheating”).
I’m on iPhone, and can simply lift my finger to pause the game. Putting my finger back down immediately transports the puck to where my finger lands.
So if you just keep tapping slowly where you want the puck to hit a ball or catch coins, you can easily catch most coins and still hit the ball(s), and play the game in slow motion.
I was pretty quickly able to clear a run while collecting most coins, and it became very easy to make it through without missing a ball.
I guess one fix would be to not immediately transport, and have the puck still animate towards where your finger lands.
But still, I imagine it’d still be easy to never miss a ball, because of being able to simulate slow motion. So you may need to drop the “pause on lift” altogether, and just leave the puck where it is but keep the ball(s) and coins moving.
Anyway, what a refreshing twist on an old fav. of mine. I dont even know what the console was called, but my cousin had this on an Atari cartridge thingy. Years later I wrote my own in a 4GL that no one will ever have heard of, but I never captured the feel of the original. I think this exceeds the original, well done!
I had one level completed that showed 0 out of 0 and 0 in 0, or something like that. Also an occasion where I got to pick 3 upgrades after a single level, felt like god mode or something hehe.
On my old FF(esr) it fails at ctx.fillStyle = currentLevelInfo()?.color || 'black' (game.js 148) expected expression, got '.' which is what most sites these days seem to use to crash my grumpy old browsing.
I'll give the last brick another run, thanks.
The '+1 choice permanently' is maybe '+1 choice until run end', I knew it sounded too good to be true hehe It would be nice to see which level I am on between levels since that influences choice. 11,531, but more than 10k score from a single level in a few seconds, but it was seriously overloaded! Might be worth to merge 50 coins into fat coins when that happens? The +1 level shows level count only sometimes. mouse/paddle gets stuck sometimes, not sure on this one, maybe out-of-play could pause? until back within the play zone. I got a catch rate 119% I think I had a level with caught more coins than 'out of n' sturdy? bricks was a fun pick with 3 balls, oopsi!
In summary, still hooked.
I try to resist playing more because I reached Worms and realised I ran out of perks. Well done again, and best of luck if you commercialise the game.
PS and if you click your username in HM you can access all your comments, it might be easier searching for replies.
It wasn't immediately obvious what the coins were for, as in i would make it so that you spend them on upgrades it ties much more clearly into why i want them.
Easy to add more special blocks i.e double ball, multipliers etc. level design could become more interesting / think about multiple level stacking, so i feel progress.
XP system is an easy add to unlock some core features maybe a backpack/weapons, things that add simple bulk to the game.
In general a great prototype, watch people play the game and correct peoples first time user experience. You might also need to add a few words to the very first round to help people understand the goals!
I randomly downloaded it from F-Droid a few days ago, and I've played it a lot (100% unlocked and 66k high score so far, still looking for even more strategies though).
I wanted to bring to your attention a bug that can abruptly end a run: the Respawn perk may cause the ball(s) to keep floating in the void, with no bricks left to hit (it has happened twice, I suppose it's related to Respawn but can't be 100% sure).
Also, I've read in a few comments about features and stuff: I think they're not really needed and even potentially harmful. I love the game simplicity.
What could be improved, in my opinion, is that:
1. The onboarding feels weird
It took me a while to understand how the game really worked. As an example, the metrics for getting upgrades and choices is not explicitly stated in the app, I had to figure it out myself (although I later found some details on the mechanics after digging your website and other sources like HN). A quick optional tutorial may be helpful.
(Other things that were unclear to me at first were the combo and miss indicators. I've notices that the web version does a much better job at signalling misses, I guess probably F-Droid lags behind as usual.)
2. Players can't choose the initial perk
Random is great, but if I'm going for a specific strat I may have to reset a bunch of times to get something I can work with. Which brings us to...
3. Players can't easily reset the run
If I want to restart, I have to (1) find out what perk I have and (2) literally lose the ball. It would be nice to (1) know in advance the starting perk and (2) have a reset button or option in the menu.
Last but not least, there's the game balancing aspect. I feel that some perks are really detrimental to your score, which makes some strategies are clearly superior and others just not viable unless you're optimizing for some other metrics (i.e. you're speedrunning, so time becomes more valuable than coins).
An idea would be to refine the combo increase/decrease and/or upgrade system and/or the ultimate goal of the game, i.e. making top score categories for "most coins", "less time", "least bricks broken", etc.
All in all, the game is already great as is – so I hope it won't change too much.
Thanks for your efforts!
1. I'll improve the onboarding, but it's a balance between too much text and too little. I think i'll "unlock" some things like the default perk, extra upgrades by playing better, etc.. after a while, and explain them at that time.
2. You can click menu/unlocks/perk name to try the perk, but only for one level. Maybe i could instead start a normal run with that perk.
3. clicking the score at the top right lets you see what perk you have and restarts the game. The button didn't work at some points, but in the latest version (web) it definitely works. Again, it's a "missing tutorial" issue, more than "missing features"
4. The game indeed has a dominant strategy, I haven't reached 66k high score at all, but I can see some perks work better than others. I was thinking about a challenge of not using a perk. So, high score without multiball. High score without hot start. This would make alternative strategies more interesting to develop. Another option would be "hard mode", where the bricks take more hits, perks are rarer, missing resets the level score, missing a coin reduces score... some new level of challenge basically.
I think all those points can wait a bit though, except the ball stuck one, where i'd love to have more details. If you play on web, you can turn game recording on in the menu, and share the video of any odd behavior. This bug is at the top of my todo, but I also have a job and it's not easy to reproduce, so it might take a little while to fix it.
2. Yeah, I noticed. It'd be great if the run would continue from there!
3. Oh, I had never noticed that (maybe because it doesn't really look like a button nor a link). Totally not a "missing feature" issue then (and maybe more like an affordance issue).
4. All nice ideas, but as you mentioned they can definitely wait. Also, let me reiterate that the game is already great, no big change is needed in my opinion. A few small additions might be nice, but I'd keep it simple (and from what I could gather we should definitely agree on this one).
As for the bug, I'll see if I manage to reproduce it on the web version when I have a bit more time. And don't worry about the fix, there's no hurry of course.
(I already emailed the videos to Renan, I'm posting this here to the benefit of all future lurkers).
1. The ball goes through Sturdy bricks sometimes, but it does not break nor bounce back after hitting them (and indeed this does not cause a miss). I guess this is somehow related to Color Piercing or Piercing (or both).
2. Easy Cleanup activates twice if the latest Respawn happens before all the coins have been caught or fallen off screen (I had Lv 1 on both perks). Here's what happened: the ball hit the second to last brick, the last one is automatically destroyed, but then another one gets respawned and quickly destroyed again.
The first one is a bit jarring, the second one is so marginal that I doubt it even warrants the time investment (but I thought you better knew about it).
Also, two more non-bug related updates:
3. Boring cheat – I found out a way to farm points: if you have Respawn Lv 3 or 4 you can endlessly hit the same cluster of bricks, and if you manage to put the pluck in a comfortable position (i.e. straight line) it's very easy to farm plenty of coins with the aid of appropriate combo perks. No video though, this happened on the app while I was playing casually (it's quite easy to reproduce, though). I wouldn't do that because it's mind-numbingly dull, but still I'm not sure this kind of play is intended or if it should even be allowed.
4. Combo balancing – one thing that makes the best strategy overly dominant is the way combo resets abruptly with everything other than Compound Interest, which pairs exceptionally well to Coin Magnet (which is in itself instrumental to scoring high). If the other combos would scale down accordingly (i.e. 1 coin less when you hit the walls/ceiling/puck – or at least drop some percentage, but not all of the combo at once). This would instantly make many more strategies and combinations viable, because right now it doesn't make much sense to pair Compound Interest to any other combo perks (except in very specific circumstances).
My $0.02 of feedback: The number of lives being inside the puck as a number is distracting and makes the game look less evolved than it actually is.
I would prefer a visual indicator on the side of the game play area.
Having lives, coins and streak counters outside the play area I think would be better.
You start with just one life by the way, but if you pick up more they'll be shown as hearts at the top right near your score.
Anyhow, great job.
Here's an issue. The mouse freezes a bit at 3rd level, leading to missing the ball. Not sure if it's GC issue or input handling.
Anyway, fun game. I liked that the perks slowly seemed to ramp up from small tweaks to total game changers as I accumulated/unlocked them.
Here's a small but very frustrating bug report: if you click on "Menu", then "Unlocks", the individual unlock items are clickable. I expected clicking on them to bring up a more detailed description, or something. But it actually just instantly resets the game, without asking for confirmation.
Fyi, the perk to self-destruct the last block didn't seem to work.
The fact that the "coins" bounce when you "catch" them creates the most dissonance for me. (At the start.)
What is the roguelite (roguelike ?) / vampire / survivor element ? I don't see it.
I found myself putting my finger directly into the paddle many times. Instead of the message "Push here to play" you could create a more obvious UI element where one should press (something like the grip part of a slider). Maybe even make the grip glow when you push it for funs :-).
Small bug - the text for +1 level is wrong past level 1. It uses the sapper text instead.
It is quite strong, but the torrent of coins is pretty satisfying.
(Not buzzkilling anything, just genuinely curious.)
In intellectual property law you have a few different concepts including:
- copyright
- trademarks
- patents
Copyright law would generally prohibit ripping off the original assets from another game or copying their code, but it would to my understanding not prevent anyone from making a “clone” of another game as long as the assets and the code are your own. And as long as those assets of yours are actually distinct looking and not the same look or too similar to the original, and your code is your own and not something you wrote by reverse engineering the code of the original yourself. Also there is a concept called “clean room implementation” that is sometimes used where they do reverse engineer other people’s code, but the person or people doing the reverse engineering and the person or people implementing the clone are separate people and the people implementing it only look at documentation from the people that reverse engineered it without looking at any of the reverse engineered code itself.
Trademark law might prevent you from using the name “Breakout” in the name of your clone, if there is a trademark on that. On the other hand, if there was a trademark but the name has become a generic word for the thing, the holders of the original trademark might not be able to prevent you from using the name even so. I have not looked into the trademark status of “Breakout”.
Software patents might prevent you from copying mechanics from a game. For example if there is a patent relating to how Breakout works. I haven’t looked into whether there are any patents on that, as I am not planning to publish any Breakout clone myself.
Works great on my device (Android, Firefox).
Thank you!
- The particle effects when the block is broken is a bit disturbing and distracts from the gaming experience since they make it harder to see the ball. And since this is just a visual maybe you want to fade them out or something.
- The size of the blocks seems out of whack with respect to the paddle and ball
- The little effect when the ball hits the paddle is a neat idea!
Here's what I have myself:
https://ensisoft.com/demos/break/game.html
Made with this engine
https://github.com/ensisoft/detonator
Blocks can explode in place, but shouldn't rain as much (or any) debris that gets mixed in with ball and coins.
I like the way the changes you made look already! Has a better feel to it.
did die a few times due to dragging the mouse out of the client area... is there a pause button if someone is trying to talk to me and i cant look away?
Through the comments of the folks here, you’ve surely noticed that some people aren’t really ‘getting’ some of the stuff right off the bat. One of the toughest things about games is the visual communication aspect of it. Notice how little explanatory text most games have now — even the more low-bit style ones? Choosing coins as a mechanism is a deliberate communication strategy— it’s a game mechanic near everyone is familiar with so they don’t need explanation for how it works. A game’s (or any interface’s) visual components must be approached with the same mindset. A designer’s job is to take a step back and ask “what makes a [coin for example] look like a coin? What are the visual signals— from the most obvious, such as a metallic texture and being a round disk, that make people think it’s a coin? How do they tell it’s a coin and not a blank punch-out from a steel electrical junction box? If I take a bunch of pictures of coins into a photo editor and reduce the resolution to something extremely pixelated, what’s the lowest res I can go to while still realizing it’s a coin, and what about those coins are the few remaining pixels conveying?”
And deeper beyond that is figuring out how you can convey things like slowing the ball down without having a little icon. The cognitive load required to parse which icon you’re looking at and the implications of that is a bit much while trying to play a fast-paced reflex-oriented game. It doesn’t seem as hard as it is when you’re the one that chose the icons and configured their behavior, but especially in a deliberately casual game, people probably won’t take the time to become familiar enough with that system to push through the initial cognitive resistance. Identifying objects is a bit different than labelling a button on a control panel because it has context, physical form, and animation. A turtle might be a great way to label a slow-down button out-of-context, but maybe instead that brick could look gloopy and sticky? Conversely, maybe a speed up brick might be arcing or the shape of a lightning bolt, or vibrating like a revving engine block? Maybe you could have a little starburst where the ball teleported from and to when it teleports to visually orient the user better and on the trigger blocks include some of the graphical elements from that to identify it?
Like I said, if you’re happy with this as your personal project I’m not trying to say there’s anything wrong with it! But if you’re looking to refine the playability for broader audience, the visual design would be a great place to start.
It's a bit confusing at first to grasp that one upgrade is applied randomly at the start of the game (I think?). The first few times I played it felt like the rules were changing and I couldn't figure out what contributes to the score multiplier.
Also, when you get multiple upgrades, the text reads something like "You caught 0 coins out of 0 in 0 seconds (+1 upgrade and choice). You missed 0 times (+1 upgrade and choice)." which is a bit confusing.
Promo it to some Twitch streamers and bilibili/huya streamers in China
Instant success
I legit think someone will copy this sooner or later if you don't do it.
(Generally I think any "well known"/traditional game combined with rougelite elements can be a huge success nowadays)
I guess this is just the random aspect of a rogue-like, but it struck me as very similar to roguelikes. The fact that the experience is different everytime makes things more playable and sparks a certain sort of joy when the randomness variables compliment eachother in effective ways which you can design a game plan around.
> I think any "well known"/traditional game combined with rougelite elements can be a huge success nowadays
This is basically the entire thesis of slay the spire and why its massively succesful.
I feel compelled to note that you can also put the front rank in random positions without changing the game.
https://gitlab.com/lecarore/breakout71/-/blob/main/app/src/m...