- endgame histograms could work as filters, when you hover a bar, all other histograms would show the stats of those runs only, without changing reference of categories
- would be nice to have a leaderboard for not using each perk too. Like "best runs without hot start"
- restart run on r
- when missing, redo particle trail, but give speed to particle that matches ball direction
- Overgrowth — when the ball touches a bomb brick it turns into a regular green brick and spawns 1 more bricks near it (additional levels spawn 2 additional bricks)
- [colin] mirror puck - a mirrored puck at the top of the screen follows as you move the bottom puck. it helps with keeping combos up and preventing the ball from touching the ceiling. it could appear as a hollow puck so as to not draw too much attention from the main bottom puck.
- [colin] Combos extrêmes: lvl2 pour tous les combos, qui fait que le combo rapporte double ou triple, mais si sur un niveau la condition n'est pas respectée alors le perk ne donne plus de combo bonus pour ce niveau.
- [colin] Mytosis - les blocs bombe n'explosent pas mais relâchent une nouvelle balle à la place (clashes with "shocks" and "sapper")
- [colin] Juggle - au début du niveau, chaque balle est lancée l'une après au lieu de toutes à la fois (needs some work)
- [colin]Brambles — coins that touch the walls and ceiling get stuck and are thrown back when the last brick is destroyed
- [colin]Ball of Greed — the ball can collect coins (might be worth dividing into levels: lvl 1, can collect coins only after two bounces on bricks or walls. lvl 2, can collect after 1 bounce. lvl 3, can collect coins anytime)(or change the ball collection radius as the level grows)
- [colin]Fountain toss — each coin lost has a 1 in 10 chance to give +1 combo (until combo 50)
- [colin]Pocket money — bricks absorb coins that touch them, which are released on brick destruction (with a bonus?)
- [colin]Phantom ball — the ball phases through 2 bricks then becomes solid (lvl2: through 6 bricks, lvl3; through all bricks until it touches a wall)
- [colin]Cryptomoney — coins that should be generated by bricks are instantly collected, but count for half their value
- [colin]Relative time — ball speed depends on its position: if it's high up on thi screen it's fast, if it's lower it's slower
- [colin] turn ball gravity on after a top bar hit, and until bouncing on puck
- [colin] close quarters - balle attirée par tous les blocs/par un bloc aléatoire, actif à portée de bloc (+1bloc au lvlup)/proportionnel à une force (+puissance au lvlup)…
- [colin] plusieurs perks qui déclenchent des effets quand une balle est perdue. par ex: +3 combo à chaque balle perdue, 5 blocs transformés en bombe, balle et coins ralentis, blocs régénérés…
- [colin] faster style - augmente le combo en fonction de la vitesse de la balle
- [colin] perk: analyzer - permet de voir les caractéristiques cachées des blocs (sturdy…)
- [colin] reward the player with more choices/perks for breaking a brick while having reached an increasing combo thresholds. 5 combo, then 10, then 20, then 40 etc… once a threshold is reached you aren't rewarded for that threshold again until you start a rew run
- [colin] inspired by Balatro's score system : have some perks add to the multiplicator, and some others to the amount of coins in a brick (or the raw value of coins inside), so that you users want to improve both for maximized profit ! maybe tie one of the to perks that help you, and the other to perks that are bad to you, so that gambling players are forced to make their life harder
- colored coins only (coins should be of the color of the ball to count, otherwise what ? i'd rather avoid negative points)
- coins avoid ball of different color (pointless)
- [colin] wormhole - the puck sometimes don't bounce the ball back up but teleports it to the top of the screen as if it fell through from bottom to top. higher levels reduce the times it takes to reload that effect (not sure how that to word that in 1 setence)
- [colin] Mental charge - the puck is divided into two smaller pucks, then 3 smaller ones at lvl 2 : what's the point ?
- [colin] sturdy ball - does more damage to bricks, to conter sturdy bricks :that's pierce now
- [colin] plot - plot the ball's trajectory as you position your puck : too hard when you add other perks
- [colin] piggy bank - bricks absorb coins that fall onto it, and release them back as they are broken, with added value : equivalent to Asceticism
- [colin] ball coins - coins share the same physics as coins and bounce on walls and bricks : really hard to balance with speeds and all
- non brick-shaped bricks, tilted bricks,moving blocks : very difficult because of engine optimisations
- 3 random perks immediately, or maybe "all level get twice as many upgrades, but they are applied randomly, and you aren't told which ones you have."
- coins repulse coins, could get really laggy ?
- russian roulette: 5/6 chances to get a free upgrade, 1/6 chance of game over. Not really fun
- [colin] bigger ball - self-explanatory, or is it ? what's the point ? physics would break now if ball bigger than bricks
- [colin] smaller ball - doable, but why
- [colin] earthquake - when the puck hits any side of the screen with velocity, the screen shakes and a brick explodes/falls from the level. alternatively, any brick you catch with the puck gives you the coins at the current combo rate. each level lowers the amount of hits before a brick falls. Problem : no limit on how often you can slam the puck around
- missile goes when you catch coin
- missile goes when you break a brick
- [colin] Batteries - lvl1: recharge les pouvoirs du puck quand la balle touche le haut de l'écran (1 fois par lancer, se recharge en touchant le puck). lvl2: également après voir détruit 6 blocs. lvl3: également quand elle touche les bords de l'écran : i'll probably just let the second puck replace this