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Thought it was a fairly decent combination, though I do have a few suggestions (if they are possible to implement at some point, given time, of course): Perhaps you could add different dungeon layout; like a Brick wall, a Cell, or a Grassy Meadow.... that somehow qualifies as a Dungeon. Since I'm sure some people have problems seeing that Darker blocks when they become dim. I notice that Health is only really used for two levels for the game. Perhaps you could add enemies (which could help to add to the RPG aspect), or if you lose the ball, you could get another one for around 10-15 health, etc. I'm sure I could make a comment about hit detection, but I'm sure others had and you're already trying to fix something if you encounter a problem with the game. Around a 3.75-4.27 out of 5. :D
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Overall good game, but the flashing background and almost invisible damaged blocks needs fixed. If nothing else an option to turn the background off would be wonderful.
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Fifth post of today, but I would like to say, this is what I like about new developers. Retimer, Gamebuilder15, Lopdo, they all answer your comments, and it's really cool that new developers actually care. ArmorGames don't give about what you suggest, but the small ones do. So, good luck in the future, and hoping for the sequel.
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Ghost Ball is actually a very good investment. Level 5 is decent, but level 6's 3200 cash/exp is killer. Do it right by putting the ball in the middle of the 3200 + 800's bricks, and you get an instant 5k boost or so, and with a second one to kill the 3200, you get even more.
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The easiest solution for the visibility problem is to make the transparency scale down to 50% instead of 0% - i.e. with half health, a block would have 75% alpha instead of 50% alpha.
I Just uploaded new version with less transparency. It's actually at 55% now (was 40), but due to the blending mode that gives it the acidy look, it blends a little bit too much. I don't intend to keep the same style for future development.
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EASY WAY TO LEVEL UP:
Go to Level 5, have at least 2 Ghost Balls.
Launch your normal ball, doesn't matter if it goes off-screen
Then shoot 2 ghost balls at the grey bricks in the middle.
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@ lvl 48, and on lvl 9...I am slightly color blind so the post that @irasfel made was valid. I like the game a lot but I can't see the bricks so it takes me a fair bit to clear levels. Thanks!
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Sorry about the triple post, but 2 things - Good thing you can mute, because the collision sound sounds really deep and gets annoying after a few minutes. The second thing is, can you give a description of upgrades? I bought the ghost ball thinking you would get another life (Seeing as it says balls instead of ball - plural) and all it does is do some damage!
No worries, I appreciate the feedback. The game is already out there so I can't make any major changes/additions to the game. I'll continue to include small updates to improve this version however new upgrades, quicker level completion (there's only 16 levels), etc sound like a complete do-over, which is where I think a Breakbar 2 can come in. I'll see about adding roll-over descriptions on the upgrades for tomorrow though. Thanks again.
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Breakbar RPG Monsters: Brick A - 5 hp - A basic level 1 monster, not much xp/gold. Brick B - 10 hp - A basic level 2 monster, not much xp/gold. Brick C - 1000000 HP - A basic level 3 monster. JUST GREAT FOR BEGINNERS! (That's pretty much the difficulty curve right. Please make it slower....)
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Epic concept, but could be executed better. Like others have said, quicker level completion. Also, I would like more gold to be earned from bricks and less from level completion, that way if you fail a level you still earn some decent amount of gold. More upgrades, more RPG concepts, and you have a 5/5. Right now, it's a 3.5/5 from me.
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Not sure if its just me but this game is almost unplayable from the time I started it. I seen the comments already but just want to point out that the lag is there for me still. I am running on a brand new computer with a dedicated video card and it still way too much lag for me to enjoy 100%. The other thing for me is the color scheme.
Love the concept though. Fix these and its a full 5 stars from me!
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well thatl wrap up this game completed it all,I have to say though once you beat all the levels the bosses become a joke when all you coul do is fire ghost balls at them,mabey allow us to downgrade the length of the paddle becuse when I got it to like 2 or 3 I could no longer hit all the blocks on the ends with ghost ball,AWSOME game and concept 4.6/5
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for some reason the damage modifier (i mean the little thing in brackets beside the ball damage) go's away after a few levels.
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There seems to be a glitch in firefox. Pause and change tabes, then it won;t let you unpause. if you click the level select button it says surrendered and then freezes.
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Nice game all-around. I would love a pause button, and also a restart level button. Sometimes I'll lose my blue ball early on, and I know I won't win, but have to launch all the ghost balls and wait for them to bounce back, then back to the menu and start over again.
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My biggest issue, which may or may not have been the lag you mentioned above, was with missing balls that I coulda have sworn my paddle was there for. I think even the edge of the paddle should hit the ball. Doesn't have to hit it up, if the angle wouldn't do so, but it should still at least have some hit detection. Still... It was usually going thru the corner of the paddle, which is frustrating because that was what I wanted to hit it at. As for the speed of the ball at different angles, you might consider having the speed change according to how fast the paddle actually hits it, rather than the sharper the angle the faster it goes. You could have the speed degrade every time the ball hits something down to a minimum speed. Just some thoughts, solid idea otherwise. I like most of the suggestions above as well.
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Would be better if the mouse locked to the paddle, at the moment if I don't keep an eye on where the mouse is it can slip out of the screen area causing the paddle to stop responding.
Hey, a few have mentioned this. I haven't been able to reproduce it myself so the best I can do is try to stretch the bounds a couple pixels beyond what is visible for 1.02.
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I noticed a glitch after your new update version 1.01.
After lvl 66 for some reason the hp sets back to 1/1 and the amount of gold is always 0.
The problem might not be the level but the amount of money, if you exceed 2.7million gold this glitch might accur. I you are able to fix this ;)
I actually had a selection of 4 classes planned for the games development among temporary power-ups, but I wasn't sure how the game would go. Seeing some enjoyment out there with it, i'm thinking about a Breakbar 2 with several other features/changes that have been suggested in a few months perhaps.
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An option where you could turn off all the flashing in the background would be nice. My head is starting to do weird things.
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It's fairly fun, and I love the concept. Repetitive, though, and a bit glitchy; collision is odd and you lose maximum HP if you're hurt in a boss battle. (I think.) The minimum transparency of bricks before they run out of health should be 50% rather than about 1%, or a health bar system could be used. The upgrade prices are very odd, too, and they can make the game grindy at first. Additionally, the background hurts my eyes. D:
I'd love to see more added to this game, though. It's a pretty good concept. (I'd also like to have more chances instead of one miss and you lose, but I just stink at Breakout =p)
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I like the idea, but there are a few caveats and bad design ideas here:
1- Brick translucency. Please drop it, makes the bricks too hard to see.
2- Background. Distracting on the first levels, just annoying later on when it begins to flash on you.
3- Ball physics. Half of the time you just don't know where the ball is going to end, or at what speed for that matter. I've seen the ball pass through bricks a few times too, and very strange bounces when colliding with bricks in tight formation.
4- Lack of powerups. Makes the levels kind of dull, specially the ones with bricks with a lot of life.
5- And this is just a personal opinion, but the graphics are not that good...
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What with the flashing screen in the "hard mode" seriously? That just eye crushing... And why can't i restart, pause, or go to mission choose? And the boss/final boss... SERIOUSLY?! We've got 30 hp for the first boss. so we can take 30 shot before died. Even a chicken can do it ! The final boss were even more funier, died in 5 hit... By the ghost ball. But now, let's talk about the good point : It's got a nice concept, leveling up for destroy more faster bigger brick, grind older level for some money, but it's lack of upgrade... The health system is totaly useless since... you kill the boss so fast you don't even lose 10% of you health... It's got a LOT of bad point, but with some work on it. It's can be change on something way greater. For now, i only give 3/5.
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good game and idea, the best suggestion is let there be a pause button? Maybe i missed it but i'm used to hitting the letter P.
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I enjoy the concept but finishing levels takes a long time and having to use the mouse to restart a level when you fail out is really annoying. I think more RPG elements would be better as well.
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Keep post alive... When on the final boss just keep your paddle right where it is and you will win no matter what.. haha what a great glitch :) 5/5
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Decent game, 2/5 Because the bumper doesnt always work, modify the bumper bounce back to bounce off the sides too. The ball tends to float through the paddle if you dont hit it directly on top. If you dont want the paddle to be a square, then make it a 2d line.
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ball moves with odd vector speeds, wish there was a way to increase ball speed, mouse controls are a bit busted... but I loved the shift to increase paddle speed, the levelling concept, etc. Finished in a single sitting, just under a half hour, and I'm very impressed.
Would love to see turret blocks so that health effects 'normal' levels, the ability to downgrade abilities (high bar length prevents shooting ghostballs at the edge bricks), and perhaps better hit detection... I hate it when I line up a ball to go up a column and it hits the bottom of a brick that's bottom should be blocked in. Still, for a first-run flash game, the issues are few, and the idea alone would get 3/5. 5/5 from me for a great effort!
Hi there. Abilities were planned but again, I wasn't sure how a classic with a twist would go. Seeing that people enjoyed it (minus the flaws), i'll likely create a second with more of the features I had planned. Thanks
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Oy Weichin, if 6 gave you that much tooth-grinding thank monkeys you never saw level 12, seriously. Sorry it stonewalled ya, hate it when a game gets me like that. But hey even in the hardest game, some of it is still the player. A lot of us HAVE gotten past level 6. If we hadn't I'd support a comment like that, but as it stands it sounds like though 6 IS a hard level, the degree of issues you're experiencing with it difficulty-wise is pretty unique to you "/
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Ironically enough the bosses were easier than the levels - finally finished level 16 :) Level 57 Blocker, 6 bar width, 10 damage, 4 ghost balls, and 3 in +exp. That was pretty damn hard! Don't even want to think about how many restarts of levels that entailed - too many heh.