Brick Breaker Lightspeed

Aspiring to be the best Breakout-eque experience of the modern day.

Watch the Trailer here!

Features

  • Classic brick breaking gameplay featuring a player-controlled paddle with directional bouncing to influence direction of ball bouncing 
  • Hitting the ball at speed causes a spin! Spinning causes large damage to collided bricks! 
  • 15 levels to shuffle-play through! Featuring bricks both static, moving and spinning, indestructible and hardy! 
  • Powerups to collect - expect the Multiball
  • High score system to beat your personal bests on 5 different difficulties! Can you beat Lightspeed

Controls

  • Touch Screen: Tap LEFT or RIGHT hand side of the screen to move in that direction OR drag the paddle to move, pause button will be present on screen to pause
  • Keyboard: Arrow keys to move, Escape to Pause
  • Mouse: Move mouse left/right to move paddle, MMB to Pause
  • Gamepad: D-Pad or Left Analogue for move, Start for Pause. 

Please feel free to give feedback below in the comments or join the Discord! Thanks for playing! 

Updated 5 days ago
StatusReleased
PlatformsHTML5
Release date Jul 30, 2024
Rating
Rated 4.6 out of 5 stars
(5 total ratings)
AuthorSilverLock Media
Made withGodot
Tags3D, Arcade, Breakout, brick-breaker, Indie, Mouse only, No AI, Retro, Short, Singleplayer
Average sessionA few minutes
InputsKeyboard, Mouse, Xbox controller, Gamepad (any), Touchscreen, Playstation controller
AccessibilityColor-blind friendly, High-contrast

Development log

Comments

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(1 edit)

The paddle seems off. It seems to be sending the ball back at the same angle it hit the paddle with. Typically, the closer to the middle of the paddle, the smaller the angle. This lets the player have better control of where the ball will go. In my BB type game this is what I did. Fun game, keep it up!!


velocity = Vector2.from_angle(Vector2(paddle.position.x, paddle.position.y).angle_to_point(Vector2(ball.position.x, ball.position.y)))

@Zapturk thanks for giving this a go! :)

I’m really aware of this design of making it so the ball 100% reflect in the angle you hit the ball compared to where it lands on the Paddle. That being said, I actively moved away from it and instead made it so the paddle looked like…


/ \ this in its collision. So hit far edges to influence (not absolute, but influence) the reflection, and centre to just reflect.

I thought it was really nice but I get not a lot of people see it sadly!

So! I’m gonna revisit this. I have already been working on making the hits look a little more noticeable in which direction you go… (for the next update:)

But I’m now also going to look at doing something more absolute on top of that, too - like your comment says :) The expectation is there for a lot of people, I think, for that design. I put my heart a little too much into my bit of flair (sunk cost fallacy?) but ready to give it an experiment!

Keep an eye out for the next update (20th May) - I’ll test how it feels and it may come into it soon :) Thanks for taking the time! <3

funny

To see how far the game has come since the beginning is so cool. Keep up the good work!

Love the classic brick-breaker/Arkanoid action! Took me awhile to beat 1 level at lightspeed, but it was worth it.

nice!

pretty cool game. Fun and challenging. good job bro

Massive thank you for trying out the game and the review! Glad you liked it :)