Break all the bricks, catch all the coins that fall off. At the end of each level, you get to pick an upgrade between 3 choices, that will carry over for all the next levels. If you play well (clear level quickly, always hit something, never miss a coin), you'll get more choices.

There's a wide choice of upgrades, many will increase your multiplier, while others make the game a bit easier. Your multiplier determines how many coins get dropped when you break a brick.

There are many synergies to discover, and various play styles that go with each combination of upgrade. The game is super lightweight, it's all handwritten javascript and mostly procedural.

Updated 17 hours ago
StatusReleased
PlatformsHTML5, Windows, macOS, Linux, Android
Rating
Rated 4.8 out of 5 stars
(6 total ratings)
AuthorRenan LE CARO
GenreAction
Tags2D, Arcade, Breakout, Mouse only, Pixel Art, Retro, Roguelike, Roguelite, Short, Singleplayer
Code licenseGNU General Public License v3.0 (GPL)
Average sessionA few minutes
LanguagesEnglish, French
InputsKeyboard, Mouse, Touchscreen
AccessibilityColor-blind friendly
LinksDiscord, Source code, Homepage

Download

Download
app-release.apk 208 kB
Version 29092809 17 hours ago
Download
Offline desktop version 529 kB
Version 29092809 17 hours ago

Install instructions

No need to install anything, just open breakout.lecaro.me in your web browser on desktop or mobile. If you want to play offline on PC, download the offline desktop version and open it with your favorite web browser. The game is now also listed on the play store and F-Droid, but the itch and online version are the most up to date.

Also available on

Development log

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Comments

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(1 edit)

The game seems to consistently crash when I reach level 12... is there meant to be a limit to the levels even with "limitless"?


Also, scrolling seems to be broken on desktop browsers (both firefox and chrome)


[I love the game by the way]

Thanks for the report, i’ll have a look.

(1 edit)

Levels issue should be fixed now. I didn’t notice any scrolling issue here, please let me know the exact circonstances

The option to adjust the possible starting perks in the latest Play Store beta version seems to not work properly. I swapped some but I have multiple times gotten, for example, Picky Eater which isn't on my list.

Thank you for the report, the issue is fixed on the web version, and i’ll push the fix to the play store once i see that there are no major issues with it.

I was sent there from F-Droid as this is your issue tracker so...


I got a small issue with the game starting perks: selecting a starting perk resets the level you selected and selecting a level resets what perk you selected...What is the point of this feature if you can't select what level you want to play with? 

(1 edit)

Thank you for taking the time to explain the issue. The point of the unlocks menu is to see what you unlocked. Trying it out is just a bonus.

The web version https://breakout.lecaro.me/ now has a “lab” mode that lets you control all parameters.

I’m considering adding a “starting perks” option in the settings to restrict the pool of random starting perks.

What's the deal with this unbounded perk? It seems to be a guarantee that you'll lose the game right after you take it.

It’s an advanced perk that can be used effectively if you have the yoyo/telekinesis perks, or if you’re very careful with the concave puck. The wording should probably warn you that it’s very dangerous to take it.

Really enjoying this after you added it to f-droid! I love all the unique upgrades (the new one I tried today was a bit confusing, Unbounded, I thought by 'the sides are removed' the ball would emerge on the other side of the screen, which is not what happened at all, but if you want to create an upgrade that does that with the sides I think that would be fun).

I do wonder if there could be a way to temporarily disable specific upgrade options. As you add more options it can be harder to create interesting or just specific builds, depending on your luck of the draw. This is a minor concern, as games are very short anyway so there's always the next run, but it's just a thought I was entertaining. You could possibly limit the number of disabled upgrades by having each one cost a +1 to your coin combo (keeping a lower bound of +1 coins that just starts increasing once your coin combo increases above the number of disabled upgrades). That would likely be confusing for the user though. Another thought I had was rewarding the player as part of the unlocks system with occasional +1 coins to their combo, just as a flat upgrade to their ability to build score, and then they could use those specific +1 coins to trade between guaranteed higher scoring and the ability to disable upgrades (creating a way to naturally limit how many upgrades one can have disabled at once). This ability may be more complicated than you are interested in, however.

Again, just thoughts I've had. Thank you for the fun game. :)

Hi Aughts, thanks for this message

  • the wording of unbounded has confused many people, it’s updated in the web version
  • wrapping left and right is a perk i’d really like to do at some point, i agree it could be fun
  • i’m thinking of toggling upgrades in the menu, and/or adding a reroll mechanic. Adding a simple “+10% of the current score” upgrade that’s always offered could help too

There’s now a reroll mechanic in the web version that should make the 50+ unlocked upgrades more manageable.

(2 edits)

I Deleted all the other games on my phone after I realised this is the only one I've been playing. Top tier.

Hahaha thank you Centy

(+1)

Thanks for creating this awesome game!

Is it intentional, that on the enderman level the wite ball is invisible on the white background? The only way to play it is to have the upgrade, that makes the ball black.

No, in a previous version, the ball was black by default in the Enderman level.

Yeah, i removed the black puck option, but forgot to update the enderman background. That’s fixed since a while but F-droid is slow to update. You should now also be able to “add to home screen” the web version and get offline play https://breakout.lecaro.me/ (but you’ll have to re-unlock everything)

Latest F-Droid version, “Hot Start” no longer has any effect if any other (combo-based?) perk is enabled

Yes, thank you, this is a known bug that should be fixed with next update.

I just realized yesterday that this is a touch only issue, i thought it was fixed because i mostly test on desktop with a mouse. A fix is coming soon

(2 edits)

In the latest F-Droid version, the game consistently freezes upon using either of the ball attraction/repulsion upgrades, whether they're chosen mid-run or from the Starting Perk menu.

My personal best on Mobile has now reached 102,161 points! I even recorded some gameplay from the final round. However, it's not an issue with the recording software - you can see the little circle indicating where I touch moves at a stable framerate - but the game itself does not. This is why I mentioned earlier, how blocks should generate 10-value or 100-value coins instead of so many 1-value coins. The game will easily run better if it simply has less physics objects to handle at once.

Towards the end, you can very visibly see the balls phase through the puck entirely. The 2:14 mark has the clearest example, as a red ball dive-bombs through the puck, Puck Control string visible the frame before it despawns.

EDIT: My new high score is 225575. I didn't get a recording because I wasn't paying enough attention and only saw the score after the run was over. I'm not even sure what I did differently, other than just... actually beating the final level, I suppose? Maybe collected an extra Sturdy Brick? Not sure. Good news is that the lag wasn't anywhere near as bad, but I'm unsure if that's from the update or if I just had better luck in regards to far fewer coins getting stuck and accumulating in little holes.

Thanks for the report. Perf with many coins should be much better starting with version 29019704.

(1 edit)

Oh God what happened to the mobile UI in this latest F-Droid updated?!

Also, you forgot to update Compound Interest's description in the Unlock List screen, it still acts like 1 missed coin is 1 lost multiplier.

Edit: Almost forgot, if you reset the game when you have Color Pierce, and the starting perk is Picky Eater, the ball will have a color from the previous map, instead of the new one.

This latest video is probably gonna stay my record for a long while. Sad to see Compound Interest get nerfed so hard, but I guess it makes sense? I personally feel like it'd be better to instead buff the other combo-related upgrades into being sets of 3, rather than restricting almost all of them to being just a single upgrade. I think they're the biggest factor that decides how different one run might feel compared to the next. It would make sense to need to build up to the full power of any given one of them throughout multiple levels.

Regardless, it's been a joy to break this game, and I'll be back when a content update drops.

I agree that i nerfed compound interest really hard, but a thing like “soft reset” would help to balance it. I like the multi level perks, but I think most of them quickly get OP. I’ll probably have to nerf a thing or two from the last batch of upgrades i added, i couldn’t test every combination

I just added a lot of perks to the web version, I’m curious of how high you could take the score with this. image.png

(2 edits) (+1)

Latest version (Play Store Beta, that is. 29011518) seems to have a bug where I instantly lose the Hot Start multiplier as soon as the level starts (when I first touch to move the paddle).

Thanks for the report. This bug was fixed a while ago, but I haven’t updated the play store consistently. It’s a manual process so I don’t do it every time I change something.

I just realized yesterday that this is a touch only issue, i thought it was fixed because i mostly test on desktop with a mouse. A fix is coming soon

(2 edits)

Hi! I found a bug on the Android version of the game (downloaded from f-droid). 

This level is impossible to beat. Even after the blocks are all broken, the balls keep going until you lose on purpose. 

But we can see that small pink line on the left, I guess it has to do with the problem. 

Otherwise, congrats. This is a lovely game! 

Thanks for the report, i’ll try to fit it soon.

(1 edit)

Very cool! Merci beaucoup! Je viens de réaliser que vous êtes français. 

Québécois ici.

Super jeu, bravo encore. 

Hello, how do we report bugs? I've spotted a small text error in a description.

Hi, you can comment here, i’ll have a look, thanks.

(+1)

v.29014379 - F-Froid

Soft landing

When a ball gets close to the perk puck, it will start slowing down [...]

(+1)

i would love a pc (linux/windows) offline version

Good point. I just added a downloadable version, it’s exactly the same as the online play, unzip it somewhere and open index.html with your favorite web browser to play completely offline. No auto updates (you’ll need to download again), no DRM, no “steam must update first”, and no need to trust me more than reasonable, as this is really just unobfuscated html and js that’s sandboxed by the browser. Have fun. Let me know if you encounter issues playing offline, it’s not top priority but i’ll try to keep it running. I think it should be fine though, as this is how i play the game myself.

Thanks mate, i'll trying it now

(+1)

I played this game on F-Droid. (and tried for a few minutes the web version)

It’s pretty addictive, I like the game itself and might play more in my free time.

Some things I’d suggest :

  • Add color schemes into the game (ex : Catppuccin, Dracula, Terminal, etc), probably some default customization settings, or perhaps unlockables?
  • Perhaps you should add a toggle to switch between the “coin” design and the sort of bubble colors, I prefered the old design but other might also like the coins design… So better do a choice. :P
  • Unlikely but… A sandbox mode ? (maybe after 100%ing the game)

I might find more suggestions with the time, but for now the game looks pretty much awesome, great job!

(+1)

All good suggestions, thanks. You can get the old coins with the metamorphosis perk for now, but i could add a toggle for rainbow coins because i too find them prettier.

(+1)

Really fun game, but noticed a few issues.

For one, the upgrade that makes last few blocks explode is off-by-one. It's first level does nothing, second level breaks one last block, third level breaks two, etc.

Two, sometimes I get those like "light paths" when bouncing the ball but I have no idea what they are supposed to be. If they are meant to show the balls predicted path, then they are basically always incorrect.

Third, I think the runs are a bit too short.

This is playing on the F-droid version.

(1 edit)

Thanks for your feedback. Fdroid lags behind, the issue with off-by-one has been fixed. The light path show you that you missed (didn’t touch a single brick), this will reset your combo and limit the number of upgrades you get (+1 upgrade and choice if you never do it in a level). Have you extended the runs with the +1 level perk up to 3 times ? I’m trying to make the runs short, because I like playing while tests run or for a short break, ideally 5-10min.

Edit : i’ve replaced the light path that was really missunderstood by a big red “miss” text. You can try the latest version on itch or https://breakout.lecaro.me/ .

Regarding the light path still, what *did* it show then? I get that it indicated a miss, but what dictated it's shape? The path of the ball from the previous bounce to now?

Yeah, it showed where the ball bounced before coming back “empty handed”

(2 edits) (+1)

I'm on Android 11, game version 29005750 from F-Droid. There are a number of technical issues I've encountered thus far:

  • The app is very prone to not just lagging, but cases where some blocks visibly drop 0 coins when broken, seemingly because some entity limit has already been reached. I would suggest allowing broken blocks to spawn 10-value coins or even 100-value coins once the multiplier is big enough.
  • Trying to start a new game via button literally never works. Usually it leads to a black screen for me, only once was the screen white. Regardless, I always need to restart the app to begin a new game.
  • At high enough speeds, coins are sometimes capable of clipping through the puck, forcing score/multiplier pentalties (if using Compound Interest) despite not truly missing the coins with the puck. This is most noticeable with max Coin Magnet and little to no Viscosity in the later levels, as big clumps of coins will fly directly into the Puck, but then as it eats them, it just farts out a few of the coins into the pit for no reason.
  • Sapper and Kaboom also make coins capable of clipping past the bottom edge of the screen itself, with strong enough explosions. This results in the level becoming unbeatable, as such coins never despawn. If this happens, the level inevitably becomes nothing more than a ball juggling simulator on an empty black screen, until the player accepts a loss or restarts the app.
  • I think some of the combo-related upgrades should be described better. Shoot Straight and Sky Limit both say they offer more coins, but Hit Streak and Picky Eater just sound like they make you do whatever's described. Hot Start and Compound Interest do the same, but those two at least have the advantage of having names that help intuit their functions.
  • Edit: And a bonus bug, the new upgrade that doubles coins but makes blocks sometimes not break when hit? Yeah it just let me achieve 7606 coins collected out of 3610, which was only worth a +Choice and not a +Upgrade.

Also, the choice of control scheme for Mobile is weird, compared to PC. Because the game auto-pauses just by lifting your finger, it's possible to play the game in frame-advance mode, by repeatedly tapping the screen to make coin collection seemingly much easier than intended.

At the same time, it's satisfying to play the game this way, since it lets me effectively multi-task the puck where necessary by tapping the left and right sides of the screen repeatedly to, say, collect two streams of coins at once, or redirect a ball while in the midst of coin collection. If you ever decide to make the mobile control scheme more like PC's, I think you should at least leave the current system as an option.

Despite the bugs, I've had plenty of fun with the game thus far. Just reached 100% unlocks (665728 score total) and my current high score is 79199 from earlier today. By level 10 I had a consistently ~500x multiplier with four max-piercing balls with Hit Streak, maxed Hot Start and Compound Interest, and a bunch of upgrades for easier coin collection and ball repulsion.

Don't need Soft Reset when the combo doesn't reset, and I feel like the combo types based on color or hitting other sides of the screen, even with Soft Reset, just aren't worth it in the long run.

(1 edit)

Thank you for your feedback. You clearly have played the game more than me at that point, so those issues are expected ^^ Thank you for exploring the limits of the engine.

  • there’s a hard cap at 400 coins on screen, 200 in basic mode, so if you have a combo of 500 things start to break. I agree that there are some weird behaviors at that level. [Edit : the coin spawn has been rewritten to always spawn at least one coin, and put more points in the coin being spawned]
  • start new game was buggy for a while, should be fixed in web version. F-Droid lags behind a lot.
  • i’ll look into the coin clip issue, i’ve noticed some similar issue. [Edit : coins speed is now capped at 7x ball speed, hopefully limiting clipping issues]
  • agreed, i’m rewriting the help for upgrades and will pay attention to the wording of what needs to be done vs effect of upgrade [Edit : rewrite done]
  • I’ll take a look at the coins spawn bonus count interaction with percentage of catch [edit :should be fixed]
  • auto pause will get a small delay after a few pauses per run in latest version

Please try the itch.io or web version (https://breakout.lecaro.me/) to get the bug fixes and tell me what you think.

(+1)

It'll take a while to re-unlock everything and get used to the normal control scheme, but in the meantime, I did run into one new issue:

In the Temple level, I had maxed Viscosity/Magnet, some amount of Compound Interest/Hot Start, Piercing 2, and Extra Ball 4 (so 5 total). Two seconds into the level, as all 5 balls simultaneously reached the top white part of the stage after cutting through the middle, the entire page and browser became unresponsive for around 5 minutes, until the page gave up with an "Error: 4" page.

I had a little bug with a while(…) loop that just sometimes wouldn’t stop, so yeah, sorry about that. There’s basically no QA currently, so buggy releases do happen ^^ The issue was triggered by reaching the 300 coins limit. It should be fixed now.

(+1)

Seems to be fixed. Got a few more issues though:

  • The noise when the extra life upgrade activates, is much too loud.
  • Coins should use a different color for the Dollar Sign level, because the current yellow-on-yellow makes the coins invisible. (Alternatively, it might look better to just give that level the default black background color)
  • When the puck is small enough, the multiplier text overflows past the right edge of it and becomes illegible on any stage with a black background.

Thank you, all issues have been adressed. i’ve reduced the extra life noise from 80% volume to 50%, the dollar level now has a black background and the coin is no longer shown on the puck when the puck is too small (it just shows “x 100” in that case)

(1 edit) (+1)

Salut, L’issue tracker renvoie sur itch, j’imagine qu’il vaut mieux poster bug et suggestions ici dans ce cas ?

  1. Très souvent le jeu se soft-lock quand je veux démarrer une nouvelle partie: il m’affiche un écran blanc sans boutons, parfois un écran noir, et je suis obligé de redémarrer l’appli complètement.
  2. Les différentes upgrades de combo ne se superposent pas, mais s’ente-annulent (la dernière choisie est toujours préférée). c’est peut-être voulu mais ce n’est pas ce à quoi on s’attend en tant que joueur.
  3. si j’ai bien compris, l’upgrade qui détruit les dernières briques n’est efficace qu’à partir du 2e niveau, le niveau ne donne aps de bonus. c’est normal ?
  4. je suis daltonien et je trouve le mode daltonien très décevant ! je suis sûr qu’on peut trouver un moyen d’inclure/adapter les mécaniques pour les rendre accessibles. combien de couleurs existe-t-il en tout dans le jeu ? si il n’y en a que 4 ou 5, ce serait très facile de les sélectionner de telle sorte à ce qu’elles soient toutes visible par tous les daltoniens (en se basant sur la luminosité des couleur, pas leur gamma). autre exemple: en associant chaque couleur à un motif ou forme différente (carreaux, rayures, points, bords carrés, crénelés, en vaguelettes…).
  5. quand le jeu se termine (toutes les vies perdues, dernier niveau fini) l’écran se fige sans plus d’informations. j’ai découvert assez tard qu’il fallait appuyer sur le score en haut à gauche pour voir ce qu’il s’était passé et relancer une partie. pensez à mieux communiquer ce qui se passe dans le jeu !
  6. ce serait pas mal d’inclure un petit manuel de jeu dans le jeu lui-même, pour ne pas êtr trop perdu
  7. permettre la traduction du jeu via une plateforme de crowdsourcing comme weblate pour augmenter sa visibilité :)

Bonjour, merci pour ces retours :

  1. Ça m’est arrivé aussi, je pensais que c’était juste en dev, mais apparemment non. Quelle code de version est affichée dans le menu ?
  2. Les bonus d’upgrades se combinent mais leur malus aussi. Donc si on prends “shoot straight” + Sky is the limit”, le combo augment de 2 à chaque brique cassé, mais sera RAZ en touchant les côtés et aussi si on touche le haut. Choisir plus d’upgrades augmente la difficulté en gros, mais aussi les gains si on joue bien. 3.C’est corrigé dans la verson web, et ça sera le cas dans fdroid à la prochaine maj.
  3. J’ai ajouté ce mode “au cas où”, sans trop savoir s’il est nécessaire ou non, et sans demander l’avis des utilisateurs concernés. Il n’y a pas de limite précise sur le nombre de couleurs par niveau, mais oui, on pourrait adapter ces couleurs. La difficulté, c’est qu’en général ce qui est important, c’est la couleur de la balle, et celle-ci n’est pas facile à distinguer en tout petit au milieu de l’action, à mon avis. Si j’ajoute un effet aux briques qui sont de la même couleur que la balle, alors savoir exactement quelle couleur c’est n’est plus très important, et on peut proposer ces upgrades sans même avoir un mode daltonien dédié. Je met ça dans ma TODO list
  4. Le jeu n’st pas censé crasher ainsi, quelle tel et version d’android utilisez vous ?
  5. Je suis d’accord, c’est dans ma TODO list
  6. Ça viendra, pour l’instant, je me suis concentré sur une version anglaise mais ça fait partie des chantiers possibles que j’ajoute de suite à ma todo.

Good game.

The level are fun, lots of power up: the ball control is a nice one.

The conis can be more different then the ball i think. Also a more notice that you catch them would be good. 

Thanks, good points. Its a balance between making the coins visible and making the ball itself visible, on mobile in particular where i can’t unreasonably grow the ball size. I could add some particles when a coin is catched, maybe a small sound too. There used to be one but i tried to simplify.

I’ve made the coins catch more obvious in the latest update

Good update.

It's now good to see you catch them. 

Hopefully you make more levels. 

There are already 55 level to unlock, you need to make high scores to have them added to the rotation. It’s not explained very well yet.