app | ||
dist | ||
fastlane/metadata/android/en-US | ||
gradle | ||
public | ||
src | ||
.gitignore | ||
build.gradle.kts | ||
build.sh | ||
checks.js | ||
cover.png | ||
deploy.sh | ||
editserver.js | ||
gradle.properties | ||
gradlew | ||
gradlew.bat | ||
jest.config.js | ||
keystore.properties.example | ||
LICENSE | ||
package-lock.json | ||
package.json | ||
Readme.md | ||
settings.gradle.kts | ||
staging_deploy.sh | ||
start.sh | ||
tsconfig.json |
Breakout 71
Break colourful bricks, catch bouncing coins and select powerful upgrades !
- Play now
- Donate
- Bitcoin : bc1qlh8kywy3ttsuqqa08yx2rdc8dqhdvyt43wlxmr
- Discord
- itch.io
- F-Droid
- Google Play
- GitLab
- Weblate
Installation
Breakout 71 can be installed and work offline in many ways:
- Download an index.html file from itch.io to play offline on your computer (latest version always)
- Download the latest apk from itch.io to play offline on your android phone (latest version always)
- Add the app 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
[colin] perk: roulette - gagne instantanément 2 perks aléatoires
flip perk
Probably not
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
webgl rendering: background gradient light map, shinier coins, quite hard
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
+10% coins per reroll stored.
To do
Doing
Done
29210760
added level toadshield by Luca Bernd
update translations
29196430
added two levels : "Dead Meme" and "Taiwan"
updated translations
tried to add "chinese traditional" language support, but it's too rough still (lots of invalid automatic translations)
29184940
fixed a tricky bug where multiple level ups would happen at once
add check for unbalanced number of braces in translations
add check for translation variable present in one language but not english
remove mentions of "puck" from play store descriptions
remove mentions of "puck" from fdroid descriptions
don't show already picked perk in gold
If last ball is out of bound, spend a life to rest it to the paddle location
smaller rainbow icon
fixed default color in level editor
29179087
added levels from obigre : Profit motive, Home, Last leaf, Peaceful Dove, Corporate dress
imported brazilian translation
29158270
imported new levels : gnu and pipe
updated chinese flag
updated translations
pushing to fdroid and google play
29141056
added chinese translation, no idea how good it is yet, thanks "heretic43" for taking the time to clean it up.
fixed issue with level editor
29133862
added level: rainbow spiral
added back some languages
added link to weblate https://hosted.weblate.org/translate/breakout-71/in-app-translations
nerfed picky eater : +1 combo per OTHER brick's color (+0 for monochromatic levels)
fixed some translations
added checks to catch any spam that would come from weblate
29126617
fixed wrap up icon
added perk : chill : No more upgrades, unlimited levels.
29126551
picky eater : +1 combo per color on screen per brick
New perk : wrap up - balls touching the top of the screen teleport just above your paddle, aiming upward
credits for icons levels
transparency makes steering level 2 line transparent too
29123607
updated icons for pierce_color,slow_down,extra_life,yoyo, one_more_choice,zen, ghost coin
added levels Lotus flower,Zen monk, Piñata
fixed level A Very Dangerous High Five
with soft reset and addiction, the addiction combo reset also resets the addiction countdown
29120032
soft landing applies when passive income is active
sapper last brick
29106448
slight improvement to https://breakout.lecaro.me/?autoplay
performance tweaks suggestions
29106110
reworked level up screen :
- bigger "level X / Y cleared"
- upgardes need to all be spent on the same list of perks (to avoid reading too much)
- instead of rerolls, you get a longer list of choices to pick from with silver/gold medals
- clarified challenges, only show them when you pass one of them
- removed the "sides bounce" challenge, bouncing on sides shouldn't be punished
- once you reach high score of 1000, level unlock hints appear, and required / forbidden upgrades and colored gold/red
- added tooltip on most items on that screen, that can be triggered on mobile by tapping the text
new perk : steering
boosted perk : stronger foundation (+3 combo, then +4, then +5..)
easy cleanup special effect (and X made of particles)
added a few levels
level end countdown (on mobile and desktop)
level start countdown (on mobile)
loosing ball is ok during level end countdown
unlocked upgrades and levels : split item description (with tooltip) and "try" button
creative mode : removed tooltips for perks as they were getting in the way on mobile
Fix: removed progress bars from unlocked level as there's no real progress
Fix :upgrades list now uses numbers instead of bars, looks better with limitless
Fix :somehow score clicks didn't register while the game was playing, that's solved
Fix : click tooltip to open on mobile, click anywhere to close
Fix: Can't press help buttons in Creative Menu
Fix: wait for bricks to respawn before leveling up
UX : score and menu button look extra clickable until you tap them 3 times and restart the app
29097764
Added levels : Fish, Spider, GlidersLone island,Spacewyrm Jon, Taijitu, Egg pan, Inception, Chess
29095000
hardcoded the levels unlock conditions so that they wouldn't change at each update
added a "display level code" button in level editor
passive income : paddle will be transparent for a much shorter time
better mobile mode detection
clear tooltip on page scroll
29092809
fixed: crash when running out of levels (i think, i didn't try)
fixed: context menu and tooltip stuck on windows
29091656
categorized the icons
color coded the icons
changed the wording of perks help to be shorter
added tooltips on perks with full help, and a help button on mobile
all or nothing : don't show negative number of coins cought, don't reduce score if no combo was lost
rename hypnosis to golden_goose, apply when hitting any brick, any side at level 2
removed comboIncreaseTexts option
minefield : +10% coins per bomb on screen
extra life are transparent when you have 2+ balls
removed : instant_upgrade
nerfed : helium : now need to be level 3 to have the same effect of keeping coins up
new level : Blinky by Big Goober
game over screen : perk list at the bottom, after unlocks and stats
29088680
new perk: happy family: + lvl points per paddle bounce per extra ball, reset on ball lost
nerfed perk : sticky coins : stick to same color at level 1, any color at level 2+
nerfed perk: zen : combo increases every 3 seconds, resets on explosion
29088513
included german corrections by Pock
added particle effect for wrap
removed grace period from passive income, updated icon
29087440
zen : now you gain one combo per bomb on screen when breaking a brick (so no bombs, no gain)
sticky coins : coins stay stuck when there's an explosion
wrap_left / wrap_right : teleport the ball to the other side of the screen when it hits a border
passive income : now moving the paddle makes it transparent to coins and balls, but not reset the combo
main menu : split level unlock and perks unlocks
29087252
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
29084606
simpler and more readable encoding for save files
removed check of payload signature on save file, seemed to fail because of the poor encoding of the name of the "côte d'ivoire" level
automatic detection of the number of steps required for physics
trial runs detection fix
29083397
highlight last used creative level
access autoplay mode from the menu
access stress test mode from the menu, show real time stats
Render bottom border differently to show how far the puck can go
Corner Shot: scale like Need Some Space
grey out irrelevant options in the settings
Back to Creative Menu at the end of a Creative level
29080170
don't show unlock toast at first startup for levels that are unlocked by default
Droplet particle color should be gold for gold coins
added levels: A Very Dangerous High-Five, The Boys
29079818
Imported levels : Mario, Minesweeper and Target
Fixed an issue with localstorage saving of custom levels
29079805
combo text on paddle will be grey if we're at the base combo
transparency now rounds up
import level up to 21 x 21
corrected icon of "padding"
29079087
measured and improve the performance (test here https://breakout.lecaro.me/?stresstest)
added a few levels
autoplay mode (with wake lock and computer play https://breakout.lecaro.me/?autoplay )
Added particle and sound effect when coin drops below the "waterline" of the puck
slower coins fall once they are under the paddle
in game level editor
allow loading newer save in outdated app (for rollback)
game crashes when reaching level 12 (no level info in runLevels)
29074385
added back some extra languages
superhot: fixed particles durations and level duration
bricks aattract coins : less powerfull
bricks attract balls
unbounded nerf : just adds padding around bricks, not combo add
don't tell user to get -100 points to unlock level
display colored coins when there's hypnosis or rainbow enabled
29071903
new perk : hypnosis
new perk : rainbow
new perk : bricks attract coins
Extra choice: wrong text for french "2 more choices"
metamorphosis : when coins are spent, display them hollowed out
super hot : starting level rework
zen : added bombs to starting level
29071527
super hot : time moves only when paddle moves. Later levels slow down even more the time when you're not moving.
transparency : ball becomes transparent towards top of screen, +50% coins.
space coins : coins bounce without loosing momentum
trickledown : coins spawn at the top of the screen
unlocked content : start with perk icon as level
allow removing all starting perks, to get full random
rename "puck" into paddle
use french as base language to keep consistent formal/informal tone
fixed memory leak in language detection code
29069860
when rendering level icons, always use transparent background
resized some levels to use as flags, added some missing languages as levels
added machine translation, so that translators can try the game in their language first : ar,de,es,ko,ru,ur,uz,zh
change translation keys to get better sorted files
change fortunate ball to work more like coin magnet, carrying the balls around to catch them at next puck bounce
add a test to forbid more than 5% grey bricks on black background, remove grey bricks border
simplified texts to make translation easier
fixed some issues around saved level unlocks
change donation text to not suggest an amount
limited history to top 100 runs
29068563
review the "next unlocks" in score and game over
As soon as upgrade condition is reached, toast
As soon as level condition is reached, lock it in and tell the user
extra life only saves your last ball, max 7 instead of 3
Don't use "RAZ" in French explanations.
explain ghost coin's slow down effect
when there are only a few coins, make them brighter
Perk : [colin] minefield
clear scheduled sounds if sounds off
show unlocked levels above game stats in gameover screen
reduce resolution of lights even more (1/16)
29067205
tooltip isn't readable at bottom of screen
added levels as tributes to game players
display closest unlock with current perks in score and gameover screens
initial perk icon = first level
fix starting perk option not working
progress bar for unlock in unlocks menu
display runs history
in the runs history, only save perks that were chosen by the user
migration to save past content to localStorage.recovery_data right before starting a new version
mention unlock conditions in help
show unlock condition in unlocks menu for perks as tooltip
fallback for mobile user to see unlock conditions
New perk : "limitless" raises the max of all perks by 1
Boosted perk : side kick, now you just need to hit bricks from the left side to gain +lvl combo, hitting from the right side does -2xlvl combo
add unlock conditions for levels in the form "reach high score X with perk A,B,C but without perk B,C,D"
remove loop mode :
- remove basecombo
- remove mode
- clear old runs in other mode
ignore scores in creative mode
remove the slow mode
adjusted the light effects
added white border around dark grey bricks
remove the opaque coin options, all coins are opaque, but dark grey ones have white border
archive each version as an html file and apk
publish 29062687 on play store
redo video
review fastlane text
tried and cancelled native desktop app build with tauri because :
- there's no cross compilation, so no exe build on linux
- you need to sign executable differently for each platform
- the .deb and .rmp files were 3.8M for a 0.1M app
- the appimage was crazy big (100M)
- I'd need a mac to make a mac version that probably wouldn't run without doing the app store dance with apple
29062687
tried and cancelled webgl rendering
- it's a lot of code
- i'm not great at it
- it requires a significant rewrite
- for most things, no perf difference
- the main goal of having more colorful backgrounds can be achieved by running the lights layer at lower res
"Miss warning" option is now on by default (ball's particles are red if catching it would be a "miss")
"Show +X in gold" option is now on by default (show a +X when combo increases)
"High contrast" option added, off by default (applies lights layer again as "soft light" at the end of the render)
"Colorful coins" option now applied at render time instead of coin spawn time, to make preview easier
when settings are opened on pc, they show up on the side and the overlay is transparent to let you preview the changes
29062545
Perks list now only lists upgrades that have been picked, or have banned levels
After clearing a level, that level is dimmed in the clairvoyant level list [Bearded-Axe]
limited clairvoyant to level one outside looped runs [obigre]
yoyo now has more effect when the ball is at the top of the screen [obigre]
telekinesis now has more effect when the ball is at the bottom of the screen
"Top is lava" combo lost text is now spawned a bit lower to be more visible [obigre]
29061838
New perk : Fountain toss [colin] - loosing coins makes your combo grow
Boosted : Asceticism now decreases combo instead of resetting it
Graphics : show respawn particles even in basic mode [obigre]
Graphics : adjusted the brightness of the game a bit more
29061490
Graphics : option to add more light (on by default)
Graphics : option to make coins more readable (on by default)
Graphics : background light effects optimization
Graphics : all levels background have been checked (4 buggy ones removed) and will be assigned randomly
Fixed : display gained combo was showing +0 sometimes
29060272
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
29059721
QOL: icons in settings menu
QOL: choose starting perks
QOL: fixed issue with reloading with [R] key
QOL: gameover screen restarts in the same game mode
Fixed: Trampoline render sides in red.
Fixed: tooltips stuck on mobile
Fixed: issues with restarting a game with fullscreen on
29058981
[jaceys] A visual indication of whether a ball has hit a brick this serve (as an option)
Top down /reach: now only the lowest level of N bricks resets combo, and all other bricks do +N combo
picky eater: don't reset if no brick of ball color
main menu : show high score
keep high score of past runs
tooltip on stats
fixed : looping didn't work
two abstract levels, stripes and openings
added reset button for perks in lab mode
29058469
New game mode : loop / long game
- the goal is to build many different build centered on one perk
- At the end of level 7, you get to restart at level 1 for 6 levels.
- all your perks are banned except one
- The perk you keep is leveled up, and can be leveled up a second time during the next loop
- the perks you don't keep are "banned", meaning their max level is reduced by as many levels as you had picked
- unlocked after unlocking all perks
New game mode : lab / creative
- the goal is to come up with 3 completely different but powerful play styles
- you freely create 3 builds from all the perks level available
- you play them against the levels of your choice
- try to make as much score as possible in total
- unlocked after unlocking all perks
New levels :
- Pingwin
- Sunglasses
- Balloon
Adjusted levels :
- orca is no longer made of bombs, but gray block
New perks
- addiction : reward faster gameplay
Adjusted perks
- Hot start : 30 combo per level instead of 15
- Telekinesis: limited to level 1
- Asceticism now gives +3 combo per lvl
- Fortunate ball has a stronger effect
- Bigger puck : puck can now cover the whole screen at higher levels, but not more
- Corner shot : higher levels let you move further away from the play area
- Forgiving : level 2 halves the penalty, level 3 is a third ..
- Helium : stronger anti gravity at higher levels
- Implosions : works like bigger-explosions at higher levels
- Metamorphosis : coins can stain more bricks at higher levels
- Re-spawn : now delay based and probabilistic, to scale more easily with higher levels. no need to hit the puck
- sacrifice : at level 2+ the combo is doubles/tripled just before clearing the screen of any bricks
- shunt : changed the math keep 25% of combo at level 1,50% at level 2,63% at level 3,70% at level 4..
- soft reset : same math as shunt
- smaller puck : now the puck can get as small as a ball
- Unbounded : at level 2+, the top of the level is gone too
- concave_puck : ball bounces straighter and straighter, to the point where you can't move it without another perk
- shocks lvl 2+ make bigger explosions
- trampoline: nerfed a little bit, now all sides and top hit reduce combo
Quality of life
- Updated discord invite link that had expired
- Full screen is now a persistent option, when it's on the game will switch to full screen before starting
- Added an option to always get colored coins
- Made the "combo lost" text last 500ms instead of the pointless 150ms
- Added in-game help and credits, which can be translated
- Balancing : you earn an extra perk when playing well, and a reroll when playing perfectly
- added a prominent "donate" link after 5h of playing, and setting to hide it permanently
- disabled auto-release to F-Droid, i'll use the web version as the testing ground first
- added a white border around all coins, to make dark ones visible on dark bg
- [jaceys] counters for coins lost, misses, and boundary bounces, as well as a timer.
- Unlocked list : split perk and levels, added tooltips