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the seizure inducing flickering background has got to go or slow down and not be so bright. brick should not go below 25% transparency.
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Fantastic game, even if it has slight flaws. I am still having problems with Max HP however, since I am currently at level 103 and have 25 health. I'll give it a 4/5 for a fantastic concept and pretty good execution.
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Somewhat addicting. I bet I played this more than the creator though, since after level 75 your health goes back down to 1. I think that means it's time to stop.
That shouldn't occur. The minimum (maximum) health is 5. The only thing that sets hp to 1 is the Title Screen demo (prevent demo death). Your HP for generated level should set to 5 + your level. Did you reload or anything before it happened?
Thanks - I wasn't sure what to expect with it. As I learn what people enjoy/dislike about it, i'll make sure to keep notes in case of a Breakbar 2 to prevent the issues/dislikes some have experienced for better first impressions.
It increases the bars width by a couple pixels. Hardly noticeable one level at a time, but comparing it from start, and 5 upgrades in, you should see a significant difference.
Hi, Level 6 is a steep one, sorry you feel that way. It is expected to take a good while to beat, but using the mouse should make it pretty hard to lose at non-boss levels.
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Hmm - hadn't noticed any lag or ball dropping through bar issues myself. Seems fine - for the record running this on a quad 3.0 with 7 Home, 8G RAM. Flash is the latest distro, browser is Firefox 3.6whateverthehellthey'vegottentowhiletheybitchatustousetheabominationwhich is 4.x. ;p
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Actually an interesting idea, have to say the idea brought me in to try it at least. A couple flaws that made it hard on me though: 1. As the bricks get hit, they become more and more transparent. The darker colors can't be seen at all against the dark background when they are "mostly dead." This is not good as it leaves you wandering the ball around wondering where the hell those last bricks are. 2. Bricks have too many hit points too soon. Level 5 and bricks are already requiring 10 and more hits each to die, and that's with 2 bought damage upgrades. A single level takes forever - not fun. 3. Upgrades are a little cheesy for the limited availability of money. That whole upgrade page needs some adjustments, or we need more money/game. Perhaps institute some cash that drops as we break bricks, so even on losses we get *something*?
Agreed. I'll upload a version that gives gold for killing bricks, leaving level completions with the gold bonuses. As for darker colors being difficult to see, i'll try changing up their colors a bit.
Thanks for the feedback
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Good and bad. Bad: The paddle became twitchy by level 6 causing me to miss the ball. I don't like having to start a level over from scratch when I lose because they take so long to beat. The game is slow in terms of pace. I'd prefer that each level ended sooner. Good: Terrific idea! Great concept and reasonable execution.
Thanks for the feedback! I noticed a fair bit of lag on Kongregate (stand-alone the game ran fine, so likely the chat or kong preloader). I'll do my best to find a work around.
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It's a good idea, but you need to make the blocks WAY weaker. By levels 6 and 7 it takes so long to break each block that it gets incredibly boring.