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107 lines
5.2 KiB
Markdown
107 lines
5.2 KiB
Markdown
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# Goal
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The goal is to catch as many coins as possible during 7 levels.
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Coins appear when you break bricks.
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They fly around, bounce and roll, and you need to catch them with your puck to increase your score.
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Your score is displayed in the top right corner of the screen.
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You must delete all bricks to progress to the next level.
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If you drop the ball, it's game over, unless you had the "extra life" upgrade.
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# Upgrades
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After clearing a level, you'll be able to pick upgrades among a small selection presented to you.
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The upgrade you pick will apply until the end of the run. You will get more upgrade choices, and even the ability to pick
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multiple upgrades at the end of the level if you play well : catch all coins, clear the level quickly and never miss.
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You also get a free random upgrade at the beginning of each run. You can see which upgrades you have
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(and a few more details) by clicking your score at the top right of the screen.
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Upgrades apply to the whole run and can synergize. For example, if you combine "sapper" and "piercing", the first brick
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you hit after a puck bounce will immediately be transformed to an explosive brick, and detonated by the same ball,
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effectively giving you an explosive ball.
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Some upgrades help with aiming, like "puck control balls". Some upgrades can be picked multiple times to increase the effect, you'll see for example "+1 ball level 2" which adds a third ball.
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When you first play, only a few upgrades are available, you unlock the rest by simply playing and scoring points. There's a similar
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mechanic for levels unlock. At the end of a run, the things you just unlocked will be shown, and you can check the full content in menu / unlocks.
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Many upgrades impact your combo.
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# Combo
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Your "combo" is the number of coins spawned when a brick breaks. It is displayed on your puck, for example x4 means each
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brick will spawn 4 coins. It will reset if you miss.
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Many upgrades impact your combo :
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### Single puck hit streak
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The combo grows by one when breaking a brick, but resets when a ball hits the puck.
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Once you combo is high, the puck will glow red, to remind you that it will hurt your combo to touch it with any ball.
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The combo does not reset when the ball is lost, provided you have more than one ball.
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### +3 base combo
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The combo starts at 4, and resets to 4 if another upgrade resets it.
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Picking this again will raise the starting combo by 3 each time.
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There are no downsides to this upgrade.
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### Shoot straight
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The combo grow each time you break a brick.
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The combo resets whenever the ball touches the left or right of the play area.
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Once your combo is a bit high, the sides will glow red to let you know you shouldn't touch them.
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### Sky is the limit
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The combo grow each time you break a brick.
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The combo resets whenever the ball touches the top of the play area.
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Once your combo is a bit high, the top will glow red to let you know you shouldn't touch it.
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### Picky eater
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Each time you break a brick, if the ball and brick color are the same, your combo grows by one.
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Otherwise, the combo resets, and the ball takes the color of the brick.
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Bricks of the wrong colors should glow red once you have a small combo going.
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### Compound interest
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Each time you break a brick, your combo grows by one.
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Each time a coin falls around your puck and is lost, your combo decreases by one.
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Once you have a small combo going, the bottom of the screen will glow red around the puck, to remind you to catch all coins.
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If you level this further, then the combo grows and shrinks faster.
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### Hot start
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Your combo starts at 15 at the beginning of the level.
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Every second, it decreases by one.
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If you level this further, the combo starts 15 points higher and shrinks 1 point / s more.
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### Soft reset
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Whenever your combo resets, it only looses half of its value.
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However, whenever it should increase, it has 50% chance of staying the same.
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If you pick it a second time, the effect is more pronounced : the combo keeps 66% of its value on reset, but only grows 33% of the time.
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If you have many perks that grow the combo every time a brick breaks, then it will still grow every time just slower.
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# Longer runs
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The default run lasts 7 levels. The selection process is to pick those levels at random, then sort them (more or less) by
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number of bricks present, so that runs start with smaller levels and the bigger ones are left for the end. You can extend
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the run by picking up to three times the "+1 level" upgrade.
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"Sturdy bricks" and "Respawn" can also extend the game time significantly.
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# Aiming
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What decides how the ball flies away is only the position of the puck hit. If the ball hits the puck dead center, it will
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bounce back up vertically, while in you hit more on one side, it will have more angle.
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The puck speed and incoming angle have no impact on the ball direction after bouncing.
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You might find that a smaller puck makes it a bit easier to aim near corners, but also makes it much harder to catch coins.
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"Wind" and "puck controls ball" can help you aim even after the ball bounced to the wrong direction.
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"Slower ball" gives you a bit more time to aim, particularly useful in later levels where the ball goes faster. The ball also
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accelerates as you spend time in each level.
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