Its a bit hard to play on ios, the controls only work in the playable area, so your finger blocks the action. On iOS there is a ‘bar’ at the bottom of the screen when in landscape mode, interfering (visually) with the paddle/parallel
There is a triple dot menu at the top, and then click the ball and it should present with 4 different type of mobile controllers (one being tilt for example). p.s. I haven't tested the game on mobile devices much, I haven't tested iOS at all.
iOS is a pain. Things like sensor data need to be activated in a certain order (like.. before other events etc). The tilt doenst work on iOS (you should get a dialog box that requests access).
Thanks for feedback, it appears I need DeviceOrientationEvent.requestPermission() call before the game can tilt (Maybe in next version), and I can't force a true programmatic fullscreen mode using standard JavaScript code on iOS 13 and newer.
Counter will be disabled in the near future, thanks for feedback.
According to the plausible we got staggering 82 hits since yesterday. Roughly 50% desktop and 50% mobile, with average time on page 1 minute and 24 seconds.
These surprises made it far-more-interesting to play than I expected.
It’s a shame because I love breakout!
(f to show fps, shift+f to reset lowest fps)
According to the plausible we got staggering 82 hits since yesterday. Roughly 50% desktop and 50% mobile, with average time on page 1 minute and 24 seconds.