Arka, a breakout game

Hey folks, I’ve been pushing myself to finish my projects that are lingering or abandoned… so here’s a game that I started two years ago and then moved on from because shiny things. Finally, I have dusted it off and got it to demo-release. It’s a breakout-like, but I was aiming to “not waste the player’s time” with tedious gameplay that can be an issue in this genre, so there are things like AOE damage when the ball is going fast, and there aren’t those annoying bricks that you have to hit a million times to break. It certainly isn’t “my dream game” but it is a personal achievement in terms of breaking the cycle of abandoning stuff. Enjoy!

Well - I like it! I like the size and feel of it and that it feels more like air hockey. Does it need to be harder? I was playing it on easy but it felt like i’d have to play it a while to loose ten lives. It’s great though! big thumbs up!

Thanks a bunch! Hard mode makes a big difference because there are no bumpers on the bottom of the screen, making it significantly easier to lose lives. Also, the first episode is rather forgiving. Perhaps I should change the default difficulty to Medium so most players will start with that.

Yes I think start it on medium as I’m pretty rubbish at these things and I seemed to be doing very well!
‘marching squares’ effect on the home page? I’m still playing about with it and trying to get my head around it!

Yes, one of my favorite extensions. It can take a lot of fiddling around to get things right. The ball trails are also using marching squares. For the menu effect, there are several invisible objects moving around that add hills to the field. In both cases (menu and trails), the field is constantly being transformed with some coefficient like -0.01 so that the hills “sink”, otherwise everything you add will stay in place.

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I took a look at the marching squares examples but I’ve not yet had a concerted play about with it as yet. Re previous conversation on my thread on vector animations collisions. I’ve been able to use shape painter with animations logged into arrays and tween between them using lerp and check collisions using point inside object…it work well but it’s quite processor hunger!