Years later, I notice that the Forfeit button makes you win if you currently have more points than the opponent. Well, I lost the source code to this a long time ago, so enjoy your cheathax! :V
The paddle is... wobbly? New balls can go off screen after spawning and before they first hit the paddle. There's a weird collision thing with the balls digging lines into the "bricks".
This is an interesting concept for a minigame, but as Nickyh has already mentioned, it's pretty trivial if you start solving on the bomb side. The only real difficulty comes from tangled wires on later levels.
The idea here is interesting, but the execution has too many glaring flaws. The game conveys its elementary principles horribly - would it be that hard to do an animation showing the player what to do at the start of the first level? The game window is too tall for a 1366x768 resolution. The horribly repetitive generic 5 second music loops are an atrocity, and I can't find a mute button.
Thanks for telling us that this is a great game. It's not like we could determine that for ourselves! We don't have the technology for that. A shame it's also addicting, thought. I suppose the developer spent a lot on the clinical trials.
This game delivers exactly what it promises. There is some sort of poetic balance in how the enemies die in horrifying, writhing agony before fading into the black, featureless void, but when you die, there's no restart - the enemies just stay there, mocking you for your failures. The one-bullet-at-a-time mechanic is a brilliant callback to the fine traditions of late '70s gaming. Overall, an incredible game. I give it 5/5.
I love this. A fun, challenging game that only uses one button for control. Space is probably the worst key to use, though, since you need fast reaction times. Why not make it configurable?
That is going to be added in the next update.