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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.
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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.