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@orngeblu was about to write same thing but i like the game levels sometimes a litte too long near end of each one and the first upgrade doesnt seem to have an effect 4/5
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Great concept... I like the block/RPG mix... but I'm only giving you 3/5 because of that crappy glowing background and the sound that is so incredibly annoying... maybe different sounds for different color blocks? maybe a static background that doesn't interfere with my being able to see faded grays? maybe make the ball look a little different as it powers up? ... it's a good start, but the game could use a bit of a spit shine.
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Personally I am loving it... even though it definately has difficulty level asian in the "Easy" levels... To many hits to soon and I've already bought upgrades. (i know it was said but bears repeating)
I would love to see some "item drops" powerups w/e and just flat out losing whenever the ball drops is really infuriating when you are trying toget that LAST block... (still a 5/5 cause I love it lol)
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The physics in this game are seriously underwhelming. The game Mr. Bounce precedes this one by nearly three-and-a-half years, and yet has far better physics than this. But you could possibly salvage this game by copying Mr. Bounce's physics. Double points for making it mouse-controlled.
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Advice for the next one/update: if there is 1-3 block remaining and the player can't seem to hit them for a long time, give him/her a powerup, nuke that block or whatever. The most annoying part of these games is destroying the last block.
lol. It was intended to sound goofy, but otherwise that's your generalization and imagination taking control with words, not the words being 'gay' themselves.
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While I admit that this is a very brave attempt at doing something new, it's not executed very well. The RPG elements seem to only exist for the purpose of putting a block on the game field and saying "This block is STRONGER because it has double the hp". The whole point of RPGs is to triumph over a foe by using tactics, statistics, and planning. This game has none of that.
A fairly difficult task with arcade genre I think, and I certainly didn't expect a proto-type experiment to be perfect but with the possible additions of achievements, class abilities, etc in a possible Breakbar 2, I think that judgement might pass better as you'll be more occupied with constant rewards - not to mention 'choices' of gameplay.
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Conceptually, this game is a great idea. The idea of bosses, exp and upgrades are brilliant, however there are some notable problems. To start off with, the window size for the game is too small. Try having a bigger screen, so that you can place more blocks on there. Secondly, the idea of a 'speed' button (shift) is useless with a small screen, or even if you use the mouse as a controller. Also, the graphics may need some improvement. The black and white background is only alright if you don't also have translucent black and white bricks! I suggest lowering or getting rid of the transparency for clarity. Please continue to improve (like better upgrades/achievements) so that the game has maximum impact.
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3/5. Levels take too long. If you drop a ball, you start all over again. There's nothing that makes me *want* to start all over again. A shame - it looks like a good game.
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there was a bug ... i had +10% dmg and base dmg was 24, but i could see "(+xx)" ... when i lvld up and had base dmg 25, there was "(+2,5)" after it, but not at 24 dmg :)
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What I would like to see is the blocks arranged to look like an enemy, say a wolf or a duck or a mech or even a castle (depends on the setting). Anything that represents the enemy. I would find this to add a great deal of appeal. I have really enjoyed other games of this style that have blocks arranged to look like an object.
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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....)