It’s a shame because I love breakout!
Show HN: A little physical breakout clone
11–16 of 16 posts
Re: Show HN: A little physical breakout clone
#12Its a bit hard to play on ios, the controls only work in the playable area, so your finger blocks the action. On iOS there is a ‘bar’ at the bottom of the screen when in landscape mode, interfering (visually) with the paddle/parallel
Re: Show HN: A little physical breakout clone
#13Its a bit hard to play on ios, the controls only work in the playable area, so your finger blocks the action. On iOS there is a ‘bar’ at the bottom of the screen when in landscape mode, interfering (visually) with the paddle/parallel
There is a triple dot menu at the top, and then click the ball and it should present with 4 different type of mobile controllers (one being tilt for example). p.s. I haven't tested the game on mobile devices much, I haven't tested iOS at all.
Re: Show HN: A little physical breakout clone
#14I selected tilt controls and it doesn’t respond to any motion. The “fullscreen” button doesn’t do anything resulting in a tiny game window. It’s a shame because I love breakout!
Re: Show HN: A little physical breakout clone
#15About the mouse control: many times i failed because my cursor went outside the viewport and the paddle stopped moving. So i got to keep the mouse inside the game area, which is kinda annoying visually too. Even in fullscreen there are borders where the cursor can fall and die.
Another feedback: the ball bounces a bit too vertically on block corners, it seems it could bounce a bit more diagonally.
And i found the big-blocks levels a bit difficult because it was hard to send the ball at the top of the screen.
Thank you, i had fun :)
Re: Show HN: A little physical breakout clone
#16Nice! played through the 28 levels. About the mouse control: many times i failed because my cursor went outside the viewport and the paddle stopped moving. So i got to keep the mouse inside the game area, which is kinda annoying visually too. Even in fullscreen there are borders where the cursor can fall and die. Another feedback: the ball bounces a bit too vertically on block corners, it seems it could bounce a bit…
Yeah the physics, this is ~ 5th internal version already, there were more pronounced corner angles at some point, but it got unplayable.
Big block levels; The idea is to encourage the player to find two bounce solutions, where first bounce is spinned and 2nd would be to 'correctly' translate that spin into upward speed.