Breakout 71 can be installed and work offline in many ways:
- Download an index.html file from [itch.io](https://renanlecaro.itch.io/breakout71) to play offline on your computer (latest version always)
- Download the latest apk from [itch.io](https://renanlecaro.itch.io/breakout71) to play offline on your android phone (latest version always)
- Add [the app](https://breakout.lecaro.me/) to your home screen on android, and it should play even when offline thanks to the service workers (latest version always)
- Install the latest version from the play store : https://play.google.com/store/apps/details?id=me.lecaro.breakout (updated from time to time)
- Install the latest version from Fdroid : https://f-droid.org/packages/me.lecaro.breakout/ (updated very rarely because of the updates publication lag)
- Download the index.html file or apk from my archive server : https://archive.lecaro.me/public-files/b71/ (any version including latests)
**System requirements**
The game should perform well even on low-end devices. It's very lean and does not take much storage space (Roughly 0.1MB). The web version is supposed to work on iOS safari, Firefox ESR and chrome, on desktop and mobile.
If the app stutters, turn on "fast mode" in the settings to render a simplified view that should be faster. You can adjust many aspects of the game there, go have a look !
**credits**
I pulled the background patterns from https://pattern.monster/
Colin (obigre) brought a lot of fantastic ideas to the game, here's his website (in French) : https://colin-crapahute.bearblog.dev/
## ideas to sort
### [colin]Brambles — coins that touch the walls and ceiling get stuck and are thrown back when the last brick is destroyed
### [colin]Ball of Greed — the ball can collect coins
(might be worth dividing into levels: lvl 1, can collect coins only after two bounces on bricks or walls. lvl 2, can collect after 1 bounce. lvl 3, can collect coins anytime)(or change the ball collection radius as the level grows)
### [colin]Phantom ball
the ball phases through 2 bricks then becomes solid (lvl2: through 6 bricks, lvl3; through all bricks until it touches a wall)
### [colin]Cryptomoney — coins that should be generated by bricks are instantly collected, but count for half their value
### [colin]Relative time — ball speed depends on its position: if it's high up on thi screen it's fast, if it's lower it's slower
### ball attracted by bricks of the color of the ball
### level flips horizontally every time a ball bounces on paddle
### [colin] close quarters - balle attirée par tous les blocs/par un bloc aléatoire, actif à portée de bloc (+1bloc au lvlup)/proportionnel à une force (+puissance au lvlup)…
### [colin] plusieurs perks qui déclenchent des effets quand une balle est perdue. par ex: +3 combo à chaque balle perdue, 5 blocs transformés en bombe, balle et coins ralentis, blocs régénérés…
### [colin] faster style - augmente le combo en fonction de la vitesse de la balle
### wind : move coins based on paddle movement not position
### double coin value when they hit the sides
### [colin] Perk: second paddle in the middle of the screen
### [colin] side paddles - same as above but with two side paddles : hard to know where to put them
### accelerometer controls coins and balls
### auto-detect device performance at first startup and adjust settings accordingly (hard to do in any sort of useful way)
### coins avoid ball of different color (pointless)
### [colin] wormhole - the paddle sometimes don't bounce the ball back up but teleports it to the top of the screen as if it fell through from bottom to top. higher levels reduce the times it takes to reload that effect (not sure how that to word that in 1 setence)
### [colin] Mental charge - the paddle is divided into two smaller paddles, then 3 smaller ones at lvl 2 : what's the point ?
### [colin] sturdy ball - does more damage to bricks, to conter sturdy bricks :that's pierce now
### [colin] plot - plot the ball's trajectory as you position your paddle : too hard when you add other perks
### [colin] piggy bank - bricks absorb coins that fall onto it, and release them back as they are broken, with added value : equivalent to Asceticism
### [colin] ball coins - coins share the same physics as coins and bounce on walls and bricks : really hard to balance with speeds and all
### non brick-shaped bricks, tilted bricks,moving blocks : very difficult because of engine optimisations
### 3 random perks immediately, or maybe "all level get twice as many upgrades, but they are applied randomly, and you aren't told which ones you have."
### coins repulse coins, could get really laggy ?
### russian roulette: 5/6 chances to get a free upgrade, 1/6 chance of game over. Not really fun
### [colin] bigger ball - self-explanatory, or is it ? what's the point ? physics would break now if ball bigger than bricks
### [colin] smaller ball - doable, but why
### [colin] earthquake - when the paddle hits any side of the screen with velocity, the screen shakes and a brick explodes/falls from the level. alternatively, any brick you catch with the paddle gives you the coins at the current combo rate. each level lowers the amount of hits before a brick falls. Problem : no limit on how often you can slam the paddle around
### missile goes when you catch coin
### missile goes when you break a brick
### [colin] Batteries - lvl1: recharge les pouvoirs du paddle quand la balle touche le haut de l'écran (1 fois par lancer, se recharge en touchant le paddle). lvl2: également après voir détruit 6 blocs. lvl3: également quand elle touche les bords de l'écran : i'll probably just let the second paddle replace this
store much more details about run (level by level) as numbers only (instead of json that gets big false)
### [colin] hitman - hit the marked brick for +5 combo. each level increases the combo you get for it.
### [colin] sweet spot - place your paddle directly below a moving spot at the top of the level to increase your combo
### [colin] reward the player with more choices/perks for breaking a brick while having reached an increasing combo thresholds. 5 combo, then 10, then 20, then 40 etc… once a threshold is reached you aren't rewarded for that threshold again until you start a rew run
### mobile option: relative movement of the touch would be amplified and added to the paddle
### mobile option: don't pause on mobile when lifting finger
### translate fastlane presentation texts to french
### convert captures to mp4 unsing ffmpeg wasm because reddit refuses webm files
### disable zooming (for ios double tap)
### Waterline under the paddle, coins slow down a lot, reflections
### on mobile, add an element that feels like it can be "grabbed" and make it shine while writing "Push here to play"
### hard mode : bricks take many hits, perks more rare, missing clears level score, missing coins deducts score..
### architect mode :
- play 7 levels, each with a different build.
- Perk levels can only be used once, so if you take one for level 1, you won't have it to level 2-7.
- Your final score is your worst score times your best score
- You'll see the levels in advance
### stats by lack of perk, like "best score without using hot start".
### split screen multiplayer
### Add color schemes into the game (ex : Catppuccin, Dracula, Terminal, etc)
### final bosses (large vertical level that scrolls down faster and faster)
### add loop run where user levels can't be used in further loops (boring)
### add lab mode where you need to make three builds (complex, lots of clicking, not fun)
## UX / gameplay / Engine
### other block types
bumper (speed up ball) [colin]
metal (can't break) [nicolas]
bubble : pops and ball goes through
### leaderboard for not using each perk, like "best runs without hot start"
### controller support on web/mobile
### Offline mode web for iphone
### handle back bouton in menu
### save state in localstorage for easy resume of a game in progress
### add a clickable button to allow sound to play in chrome android
### explain to iOS users how to add the app to home screen to get fullscreen
### experiment with showing the combo somewhere else, maybe top center, maybe instead of score.
### display a multiplicator if it's not 100%, have some perks add to it
## extra levels
### Good games
- FTL
- Nova drift
- Noita
- Enter the gungeon
- Zero Sivert
- Factorio
- Swarm
- Nuclear throne
- Brigador
### letters and an associated word or name
### famous characters and movies
### famous places : eiffel tower, taj mahal, etc..
### fruits
### animals
### countries flags and shapes
## Medium perks
### [colin] Sponge Ball : the ball stores coins it collides with, and releases them when bouncing on any border (left, right, top).
### coins combine when they hit (into one coin with the sum of the values, but need a way to represent that)
### balls collision split them into 4 smaller balls, lvl times (requires rework)
### offer next level choice after upgrade pick
### [colin] mirror paddle - a mirrored paddle at the top of the screen follows as you move the bottom paddle. it helps with keeping combos up and preventing the ball from touching the ceiling. it could appear as a hollow paddle so as to not draw too much attention from the main bottom paddle.
### [colin] Combos extrêmes: lvl2 pour tous les combos, qui fait que le combo rapporte double ou triple, mais si sur un niveau la condition n'est pas respectée alors le perk ne donne plus de combo bonus pour ce niveau.
### [colin] Mytosis - les blocs bombe n'explosent pas mais relâchent une nouvelle balle à la place (clashes with "shocks" and "sapper")
### [colin] Juggle - au début du niveau, chaque balle est lancée l'une après au lieu de toutes à la fois (needs some work)
### SUPER HOT (time moves when paddle moves)
### bricks attract ball
### bricks attract coins
### wrap left / right
### correction : pick one past upgrade to remove and replace by something else
### +1 combo when ball goes downward, reset if upward
### 2x speed after bouncing on paddle
### the more balls are close to a brick, the more combo is gained when breaking it. If only one ball, loose one point or reset
### ball avoids brick of wrong color
### paddle slowly follows desired position, but +1 combo
### knockback : hitting a brick pushes it (requires sturdy bricks)
## Easy perks
### Only coins of the color of the ball will count
### Coins spawn in the ball's color, not brick color
### inverse coins velocity at spawn
### when the ball teleport, probability that it's duplicated instead
### combo resets on teleport
### combo resets when hitting paddle without a teleport
### teleport ball to paddle as soon as it hits something (% chance)
### allow dropping balls that are about to miss.
### square coins : coins loose all horizontal momentum when hitting something.
### ball turns following paddle motion
### "+1 coin for each ball within a small radius of the broken brick" ?
### two for one : add a 2 for one upgrade combo to the choice lists
### cash out : double last level's gains
### snowball : Combo resets every 0.1s . +1 combo for each combo gained Since last reset.
### Chain reaction : +lvl*lvl combo per brick broken by an explosion, combo resets after explosion is over
### catching a coin changes the color of the balls
### coins stained by balls
### fast pause : pause delay divided by {{lvl}} (helps with teleport)
### [colin] Capital - les vies non perdues à la fin du niveau rapportent un bonus de points
### ban 3 random perks from pool, gain 2 upgrades
### faster coins, double value
### balls repulse coins
### n% of coins missed respawn at the ball
### +1 combo per brick broken after a wall bounce, reset otherwise
### combo climbs by 1 every 2 second, unless no coin was caught, then it resets
### [colin] golden corners - catch coins at the sides of the paddle to double their value
### [colin] varied diet - your combo grows by 2 when your ball changes color, but decreses by one when a brick is broken ?
### [colin] trickle up - inverse of reach more or less
### +lvl combo per bricks / resets after 5/lvl seconds without explosion ?
### +lvl combo per bricks / resets after 5/lvl seconds without coin catch ?
### +lvl combo per bricks / resets after 5/lvl seconds without ball color change ?
### +lvl combo per bricks / resets after 5/lvl seconds without sides hit ?
### + lvl x n combo when destroying a brick after bouncing on a side/top n times ?
### make stats a clairvoyant thing
### [colin]P ocket money — bricks absorb coins that touch them, which are released on brick destruction (with a bonus?)
### [colin] turn ball gravity on after a top bar hit, and until bouncing on paddle
### fan : paddle motion creates upward draft that lifts coins and balls
### apply percentage boost to combo shown on brick
### smaller puck now gives +50% coins per level
### transparency now gives +50% coins if ALL balls are fully transparent, less otherwise
### new perk : sticky coins (coins stick to bricks)
### left/top/right is laval perks : at level 2+, the corresponding borders completely disappears (reachable with limitless)
### new perk : three cushion (gain point for indirect hits)
### live stats: coins still in the air appear as "lost" in the catch percentage, as in the final computation
### level editor : removed the conditions on bricks count, level name and credits to be able to copy the code
### shadow around ball when there are many coins : enabled in basic mode too
### hot start : after reset, if you raise the combo again, only start ticking down after a whole second.
### new perk : ottawa treaty, breaking a brick near a bomb disarms the bomb
### shocks now doesn't add ball speed at level 1
### creative mode UI rework
### compound_interest : combo resets as soon as coin passes the paddle line
### added bombs to implosion and kaboom starter levels
### toast an error if storage is blocked
### toast an error if migration fails
### fixed video download in apk
### ask for permanent storage
### option: reuse past frame's light in new frame lighting computation when there are 150+ coins on screen, to limit the performance impact of rendering lots of lights
### Fixed: Strict sample size was counting destroyed bricks, now count hits as explained in the help
### Fixed: passive_income was resetting your combo if you moved around the end of the last level
### Fixed: a high score issues was systematically erasing the high score in the web version, i added a migration to load the best score for your top games to recover the high score.
### QOL: option to display gained combo as onscreen text
### QOL: publish an apk to itch.io with every build
### Internal: added a simple game data migration system