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Show HN: Breakout with a roguelite/vampire survivor twist

breakout.lecaro.me

101–110 of 196 posts

Re: Show HN: Breakout with a roguelite/vampire survivor twist

#101

Earlier quoted context omitted.

Yeah, it's not clear how many lives you start with, but I'm going to guess people will quickly figure out that the game is over once the ball is lost. Destroy last brick was buggy (< sign instead of <= , silly mistake) but should work now. +1 choice means you get 4 options in the upgrades list instead of 3, but you can still only pick one thing in the list. +1 upgrade happens when you don't miss at all, by the way. F…

awesome, fixed for brave thanks. I now get to see the 'run finished' page, but feels strange, I played 4 or 5 levels and then run complete, then another 4 or 5 levels, and reached smiley, but looks like you lose upgrades each time. Anyway lvl 3 ball piercing with 2 balls was started to feel like a bullet shooter with coins exploding everywhere, great fun! I had one level completed that showed 0 out of 0 and 0 in 0, o…

Ah yes, I guess the a?.b syntax is also quite new, and as a grumpy many myself, i didn't feel like adding a js preprocessor. This syntax is used 25 times, i think at that point it would be more reasonable to write my game in typescript or something else kids do these days haha. The run should complete at level 7, unless you extend it with the "+1 level" upgrade up to three time. If you stop at level 4 or 5 it means you dropped the ball, or there's a bug. And yes, once the run is over, you loose all upgrades, however some new ones are unlocked and added to the "pool", same for levels, so you'll see interesting new things in the next run. The "pick 3 upgrades" should happen when you play very well and clear the level in 30 seconds without missing any coins and without ever shooting nothing (well, then you'd get 4 upgrades actually). If the game bugs out and ends the level immediately, it will effectively consider you did all those things. I don't have telemetry, so I have no idea what could have caused this. Can you tell me the OS, browser name and browser version ? I'll give it a try on browserstack. Or maybe even better, open the dev console and see if there's some funny business happening over there

Re: Show HN: Breakout with a roguelite/vampire survivor twist

#103
post #97

That is crazy coincidence. i just released demo my rogue like breakout clone on Steam next fest. i picked a more of a bullet hell/shoot em up kind of approach. Faster the better. I had great fun playing yours. Sound design is especially good. https://store.steampowered.com/app/3499470/Rogue_Bricks_Demo...

Your coins look like coins, i'm a bit jealous and will do the same :) So you're going for a longer play style, with many levels, and a character build where you have a very strong ship at the end ? I think trying to tell stories around such a simple mechanic with nicely designed levels and background is a great idea ! If you release out of steam at some point, I'd love to try it. I'm allergic to that platform and its…

Thank you. It is kinda like Tetris, blocks falling constantly. you have limited time to get strong and destroy blocks.

i struggled greatly on balancing. My solution was to make director behind the scenes to make sure player never gets bored. Downside is; game is quite hard for non breakout players. Aiming is crucial.

i did release the demo on itch.io But it lacks some features. i will update it tomorrow.

Re: Show HN: Breakout with a roguelite/vampire survivor twist

#106
Nice game!

I found myself putting my finger directly into the paddle many times. Instead of the message "Push here to play" you could create a more obvious UI element where one should press (something like the grip part of a slider). Maybe even make the grip glow when you push it for funs :-).

Re: Show HN: Breakout with a roguelite/vampire survivor twist

#107

Nice game! I found myself putting my finger directly into the paddle many times. Instead of the message "Push here to play" you could create a more obvious UI element where one should press (something like the grip part of a slider). Maybe even make the grip glow when you push it for funs :-).

Good idea ! Some sort of handle on mobile that's inviting you to "grab" it. good point.

Re: Show HN: Breakout with a roguelite/vampire survivor twist

#109

Any more details on how you made it, tools, etc? It's a lot of fun and I appreciate the gitlab link, just curious about the tooling and process that got you to such a great point.

It's all handwritten js, lots of trying the game and figuring out what's fun, what's not. I don't even use a bundler, right click / show source will show the code I wrote. I made an apk for it and added a small deploy script that ssh to my server and pushes the code. The code is written with webstorm, but you could use anything. I've asked mistral AI for help when it came to making procedural sounds, the rest is just a lot of trial and error. I have a small ui to make levels and icons that's also handwritten.

Re: Show HN: Breakout with a roguelite/vampire survivor twist

#110
post #14

Hi, cool and congrats on making a game! I also have a breakout clone in the works but with the twist that I'm doing my own complete 2D game engine for the game. - The particle effects when the block is broken is a bit disturbing and distracts from the gaming experience since they make it harder to see the ball. And since this is just a visual maybe you want to fade them out or something. - The size of the blocks seem…

I like the explosions effect and the sound effects of your game. My engine is very basic, its main goal is to be small, fast and simple, the whole game fits in 100kb compressed. I'm not sure if you realized that the goal of the game is to catch the "particle effects when the block is broken" (aka coins). They didn't look enough like coins before for this to be understandable. The size of the blocks depends on the level size. At the start of the run you get levels with a few huge bricks, at the end you get levels with tons of smaller bricks. I'm confused about which "little effect when the ball hits the paddle" you are talking about, it might be something related to the perks you got.
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