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brickz - a highly addictive brick game

Posted: Sat Apr 13, 2024 6:07 pm
by DOMINOSRULZ
Hello, everyone!

I am back again to post about my newest game made with Love2D, simply titled...brickz.

Image

What is brickz? It's a simple, yet highly addictive brick game similar to the game Breakout! This time, there are two or more features that have been added to the general formula, to make things a bit more interesting. Some of these features include the ability for the paddle to shoot missiles, and having more than 1 ball to catch. All in all, my biggest hope is for people to have some fun with this game, not matter the length of time played.

It is available for Windows, Mac, Linux. It is also playable on web browsers.

https://project68k.itch.io/brickz

Love file is also attached here

Re: brickz - a highly addictive brick game

Posted: Fri Apr 19, 2024 2:13 am
by lazershark3k
Super fun! I've never played anything quite like it!
I'm not the world's 1337est gam3r, but it was tough for me to manage anything more than 5 balls at a time.
Thanks for sharing!

Re: brickz - a highly addictive brick game

Posted: Sun Apr 21, 2024 11:58 am
by togFox
Nice one. Chaotic. I know it has a black and white theme but perhaps there are blocks I can hit that trigger the special effects instead of them happening randomly?

Nice work.

Re: brickz - a highly addictive brick game

Posted: Wed Apr 24, 2024 4:48 pm
by DOMINOSRULZ
togFox wrote: Sun Apr 21, 2024 11:58 am Nice one. Chaotic. I know it has a black and white theme but perhaps there are blocks I can hit that trigger the special effects instead of them happening randomly?

Nice work.
That was actually my original idea! Eventually, I decided that it would be much less work for me to do it randombly, but if I ever go back to working on this game, this could potentially be added in the future.

Re: brickz - a highly addictive brick game

Posted: Mon Apr 29, 2024 2:41 pm
by DOMINOSRULZ
Quick update on this game:

A homebrew port for the Nintendo Switch and the Nintendo 3DS is now in the works, so stay tuned for that! If you want any updates, follow my itch page for the game, or follow me on twitter or instagram.

Itch: https://project68k.itch.io/brickz
Twitter: https://twitter.com/Project68K
Instagram: https://www.instagram.com/project68kcorp/

Re: brickz - a highly addictive brick game

Posted: Wed May 01, 2024 10:22 am
by knorke
Nicely chaotic. It feels very much based on luck though.
Sometimes I did not get a single item, was stuck with a single ball and ended with low score.
Other times I got several multi-balls and the "wall" and in seconds I got a score of 10700.

There is no way to aim the ball with the paddle? Usually in Breakout games it bounces in a different angle depending where the paddle is hit.
This allows the player to (try to) aim the ball into holes etc, adds a bit of strategy instead of just reacting.

How did you pack for webplay on itch.io?

Re: brickz - a highly addictive brick game

Posted: Wed May 01, 2024 5:33 pm
by DOMINOSRULZ
knorke wrote: Wed May 01, 2024 10:22 am Nicely chaotic. It feels very much based on luck though.
Sometimes I did not get a single item, was stuck with a single ball and ended with low score.
Other times I got several multi-balls and the "wall" and in seconds I got a score of 10700.

There is no way to aim the ball with the paddle? Usually in Breakout games it bounces in a different angle depending where the paddle is hit.
This allows the player to (try to) aim the ball into holes etc, adds a bit of strategy instead of just reacting.

How did you pack for webplay on itch.io?
Correct. The way the game works behind the scene is that whether you get a ball, or powerup is based on which random number you receive. Further more, there is a max amount of random numbers that can be received as well. There were older versions of the game that got you more balls faster, but was WAY more chaotic. Hopefully, this is something that can be updated with my upcoming port of the game to the Switch and 3DS.

As far as aiming the ball is concerned, I had believed that it was possible in my game, but it seems not. You are also correct that it would add a bit more strategy to the game. Hopefully, with the upcoming ports, I can also attempt to fix this.

For the webplay, I just used this version of love.js: https://github.com/Davidobot/love.js. In the index.html created, remove the footer, and edit the width and height of the page:

Code: Select all

    
    <center>
      <div>
        <canvas id="loadingCanvas" oncontextmenu="event.preventDefault()" width="288" height="512"></canvas>
        <canvas id="canvas" oncontextmenu="event.preventDefault()"></canvas>
      </div>
    </center>
You should also remove this above the aforementioned code:

Code: Select all

    <h1>brick</h1>
And just like that, the game should be shown without any borders. Package all the contents of the folder into a zip file, and distribute it :)