* [colin] parfois je dois appuyer plusieurs fois sur "Start a new run" pour vraiment commencer une nouvelle partie. dans ce cas, lhécran de jeu derrière se "désassombrit" comme si le jeu avait démarré plusieurs parties en même temps.
* [colin] lorsque le puck est trop petit, l'affichage du combo disparaît. mais c'est peut-être volontaire pour qu'il ne dépasse pas du puck ? afficher simplement le chiffre serait suffisant et tiendrait dans le puck
* [colin] le niveau bug parfois et ne peux pas démarrer. dans ce cas, la balle apparait comme démarrant sans être attachée au puck, comme si la partie avait déjà commencée. il faut redémarrer B71 pour que ça fonctionne
- 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
- experiment with showing the combo somewhere else, maybe top center, maybe instead of score.
- the white outline on bricks associated with picky eater kinda works but i feel it's more distracting than anything. maybe try something different ? put a cross on matching coloured bricks, or the contrary, grey out other 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] side pucks - same as above but with two side pucks.
- [colin] sturdy ball - does more damage to bricks, to conter sturdy bricks
- [colin] plot - plot the ball's trajectory as you position your puck
- [colin] golden corners - catch coins at the sides of the puck to double their value
- [colin] varied diet - your combo grows if you keep hitting different coloured bricks each time
- [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
- [colin] statue - stand still to make the combo grow. move for too long and thi combo will quickly drop
- [colin] piggy bank - bricks absorb coins that fall onto it, and release them back as they are broken, with added value
- [colin] trickle up - if you first hit is the lowest brick of a column, all bricks above get +1 coin inside
- [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
- [colin] hitman - hit the marked brick for +5 combo. each level increases the combo you get for it.
- [colin] sweet spot - place your puck directly below a moving spot at the top of the level to increase your combo
- [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…)
- on mobile, relative movement of the touch would be amplified and added to the puck
- option : don't pause on mobile when lifting finger
# Unlockable infinite mode
Allow players to loop the game, adding one hasard per loop, making it harder and harder to exploit each strategy. The high score are separated from the main mode. The scores are added for unlock. You no longer get upgrades after the first 7 levels. The score you make in each level is instead multiplied by the number of "upgrades" and "choices" you would have had.
Possible challenges :
- Add negative coins that make the coin magnet less usage
- add negative bricks that clear coins and reset combo
- add a brick eating enemy that forces you to play fast
- add a force field for 10s that negates hots start
- other perks can be randomly turned off
- ball keeps accelerating until unplayable
- graphical effects like trail, contrast, blur to make it harder to see what's going on
- final bosses (large vertical level that scrolls down faster and faster)
- when the player reaches the last level, allow them to loop the run, unlocking a permanent bonus for this run. For example: +5 combo, +1 life per loop… the counterpart would be hazards that slowly populate the levels.
* 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
* 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