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I like the idea but the upgrade could be more... colorful. Where is my gun or burning ball? Why can't I play the ghost ball back into the field? Where are special blocks like unbreakable ones (granted, I played to level 7 so far).
The game has a lot of potential that is unused.
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Effortless XP/Money... First get a couple of ghost balls... reach level 15... keep launching and dont worry if you lose your balls.
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How to get tons of money fast-first you need around 30 power and 2 or more ghost ball upgrades. go to at least level 6 or greater and shoot both ghost balls at the edge, this will destroy the blocks. Now Quit, repeat and upgrade. You will get tons of exp. and cash fast.
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Increasing the size of the bar prevents you from aiming at the edge, could it be possible to go a little over the edge to aim with the ghostballs?
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bosses are way too easy. could be a good concept, but perhaps add bricks to break in addition to or just amp up the difficulty considerably on the bosses.
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I would like to see the life meter incorporated into a multi ball system. Say you ball hits for 50 damage and you have 70 life. You miss the ball with the paddle and take a hit for 50. you still have 20 left so you get another ball. something like this would make a fun risk reward system.
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this game got many of the little things wrong, but it got the big things right. it could definitely use more rpg elements, more levels, a restart level option, perhaps the ability to get more than one ball, etc... 5/5, if for no other reason than to encourage retimer to make another
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there should be little drop bonus's for you to get. like if you break a certain box some sort of drop down will come, temporary width on the bar, more balls, or even some sort of explosive ball that you can use. + if you agree.
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You need your balls to have your virginity so I guess I... *puts on sunglasses*
Lost my virginity. YAAAAAAAAEEEEEEEHHHHH XD
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I like the idea of adding an RPG to breakout. However, the RPG aspect is really only applied with the bosses. Were there bosses with EVERY level (or at least monsters), then it would be more of an RPG. Good concept, mediocre execution.
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I thought the idea of an rpg brick breaker would be awesome but there is really no insentive to keep playing. Each level is more dry and drug out than the last.
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Quite disappointing. Played the entire game to find the last boss easier than level 7. This idea has been done before, too.
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Well to say it simply: This game is incredibly boring. Since you answered some of the top comments I'll give you some reasons and/or suggestions. We've all seen breakout-clones. Stuff that make them fun is NOT the ball going up-down-up-down. 1. It's the moments you Ball gets stuck between that small little gap and pwns the level all by itself. Your Ball control with the paddle is not well made. When I hit it at the very end of my paddle i want it to go VERY HARD to that side.
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2. It's the Extras. Things like laser stuff and multi-balling etc. etc. 3. It's clever level design. Level two is the nightmare of every fun-seeking-breakouter. Three bricks covering all the length might be original, but remember the up-down-up-down. 4. Enemies. Well I already stopped before seeing your bosses so i'll say nothing to this case. 5. Special bricks. I mean special.
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Not just longer or shorter or with a different color or more/less hitpoints. I mean special. Like teleporting the Ball to the top, exploding bricks, Bricks that take away some health when hit (suggest that it's not repeatable infinitely, also you gotta increase ball control BEFORE implementing those or they'll have a hard down effect on the game) and bricks that randomly dropp stuff you can collect (see extras, that can also include gold or even some collectible schematics for the hidden obOrball you can use)
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In short they're all things that give me the illusion of rockin this game so much harder then everyone else on Kong. Your game makes me feel like I'm just one of the idiots watching a ball going up-down etc.
The fact that you level and dmg up DURING a level is fine. Bricks giving gold is a fine implementation.
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With higher damage and lots of ghost balls, the boss fights are 10 times easier than the regular levels. Maybe try to switch this?
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Some bug reports and minor improvements: (1) The XP upgrade also affects gold gained, albeit no info on this is provided. (2) The damage bonus display is broken. I still haven't figured out why exactly, but it disappears and reappears now and then. (3) The damage upgrade text could be "Your balls now strike harder" instead. (4) There is no shortcut from the Level Select screen to the Main Screen, where Credits and Instructions are. (5) Experience bar and numeric values should be placed together. (6) I'd like to be able to click the screen to unpause instead of pressing "P" again. This actually works, but only when I have spare Ghost Balls and I'll always let one go by clicking.
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Just a few ideas for you I'd like to see in Breakbar RPG II: [Sticky Balls] When ball touches paddle, it sticks to it until you click button. / [Balls of Fire] Click to release a fiery explosion, damaging all blocks in an area, with slow recharge time. / [Ball Drill] Click to start drilling through blocks in the ball's path for a few seconds, slow recharge. / [Paddle Turret] Shoots bullets out of paddle straight forward, limited ammo. / [Raging Ball] Considerably speeds up the ball, while increasing damage, until ball touches paddle again. / [Greedy Ball] Lowers ball damage, but increases money and experience gained. --- And I'd love to betatest it for you. ;)
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Awesome concept! Can't wait for a sequel with more levels and extra upgrade options. I suggest you go play Arkanoid for 6h straight, that might get you some good new ideas, especially for level design. As for the upgrades, what about a gun turret, for example? To smash those annoying last few blocks quicker. 5/5 for the creativity and simplicity mix.
Thanks!
I am working on an entirely new comprehensive Arkanoid engine right now. There's a lot of great new features to it that should certainly improve the outlook of the Sequel. Weapons, much better collision detection, temporary dropped upgrades, Brick characteristics (ones that don't just sit there and wait to be hit), etc.
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the upgrade to increase paddle size is good, but when the paddle gets too big, the ghost balls i shot out can't hit the bricks on the extreme left or right side of the game play area anymore... some kind of work around should be implemented to fix this...
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Breakout, but if hitting those last few blocks wasn't tedious enough, now it includes additional RPG style grinding too! It is the best of both worlds... sort of.
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please chnge the ugrades to where to can degrade yourself and get no money back because i can't hit the things to the sides with ghost ball after leveling up my bar width or you could make it wrap
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I def agree with JayTheBeast - the background during gameplay is painful, and could honestly trigger epileptic seizures.
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A level based skill tree with 2 or three branches would be great.
Examples:
Attack ==> Lasers, misssiles, but smaller paddle size and faster ball acceleration.
Defense ==> More balls, bigger paddle, forcefield, slower ball acceleration
Effects ==> Ball penetration, Fireball, multiple balls, ball catching.
Better reason to have levels.
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Really fun game. Made me wish the original Arkanoid was like that in my childhood.
A little bug: on lvl 97, as soon as the HP gets 3 digits, the number of remaing HP disappears.
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I really liked the game but I thought it was kind of annoying that upgrading your paddle width made it so you couldn't shoot the ghost balls on the very edges of the screen. Many times I was stuck trying to hit a single block in the corner and still holding a ghost ball.
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SOOOOO BORING!!! I wanted to claw my eyes out on level 15! It takes 20 minutes to beat that level and 45 seconds to beat the final boss. The block breaker game on your blackberry is more interesting and dynamic than this. And why is this called an RPG? There is no "role" to "play"! Who is giving this game 5 or even 4 stars?