Bric-blasters, un casse brique incroyable !

Good evening,
I created a more modern version of a famous game from the 80s: Arkanoid, but I called it something different. For those who don’t know, it’s a brick breaker game, here it is:
Brick-Blasters
If you want to fight the bosses, I’ll give you the codes to enter anywhere in the game: F9
If you want to test the bonuses and choose the levels: devmode
There is a boss on level 5, 20, and 21.
Feel free to give me your feedback.
To be honest, I really struggled to make this game.
Thank you


Bonsoir,
J’ai crée une version plus moderne d’un célèbre jeu des années 80 : Arkanoid mais je l’ai appelé autrement, il s’agit, pour ceux qui l’ignorent, d’un casse briques, le voici :
Brick-Blasters
Si vous voulez affronter les boss , je vous donne les code à saisir n’importe où dans le jeu : F9
Si vous voulez tester les bonus et choisir les niveaux : devmode
Il y a un boss niveau 5, 20 et 21.
N’hésitez pas à me donner votre avis.
Pour être honnête, j’en ai vraiment bavé pour faire ce jeu.
Merci

As a game it works, but it’s boring as hell. Why would I play this when there are plenty of other games?

Voilà un point de vue intéressant, vous trouvez que mon jeu est chiant, je ne demande quà l’améliorer, qu’aimeriez-vous trouver dans mon jeu pour le rendre intéressant ?

Sorry, French is not my language :slight_smile:
So you start the game. click the mouse the ball goes to the corner not hitting anything. It flies back and if you catch it maybe it will hit a brick or maybe it will fly to the corner again. How is that fun?

There are pills dropping all the time, if you try to catch them, you won’t catch the ball, so better to ignore the pills and focus on the ball.
When you go to lvl2 there are gray bricks on the side as far as I understand they are not breakable. And there are gray bricks in the middle which to my understanding are breakable. WTF?

So the game has problems.
What can be fixed?
-If you can’t hit anything with the first throw, why even play?
-Remove random dropping pills. Pills should drop only when you destroy the brick. Maybe not every brick, but often enough. Pills should have clear indication what kind of bonus they provide.
-Color of the brick shouldn’t be for fun, but indication on how many times you need to hit it to break.

Break-out is the game of the past, I don’t think that these days people play game like this. So you need to add something more to make it interesting. What if you combined break-out game with alien invaders? Which means that you are not breaking brick but alien ships that moves to you and maybe even shoot time to time.
What if you combine it with pool? Instead of breaking it, you have to push into the corner?

Technical
You have to use the pointer lock for this game:

// Click the game to lock the mouse
this.input.on('pointerdown', () => {
    this.input.mouse.requestPointerLock();
});

// Press ESC to release automatically
// or release manually:

this.input.mouse.releasePointerLock();

The game is super frustrating without this because the cursor is constantly leaving the play area.

Visuals
Visually, I would aim for more consistency. I realize the graphics may be AI-generated, and that goes with the territory, but I’ll tell you what I think anyway.

The graphics on the loading menus look like Miami Vice City-style neon graphics. I’m from Florida, and it looks very familiar, but if you’re using that style, use it. The gameplay screen looks completely different, with weird alien biotech backgrounds and Egyptian or Tron-like stuff. You should pick an art style one way or another, either cosmic horror or cute neon. Also, try to pick either an illustrative style or a photorealistic style. A good critique is the Kang Fu review from AVGN:

Accessibility
I have light sensitivity. After about five minutes, I had trouble looking at your game, and I had to turn it off. I’m not epileptic, but it makes me disoriented and nauseous, and gives me a headache. I think this game could easily cause a seizure in some people. The game has a ton of screen shake, strobing effects, flashing red, and trippy flashing stuff. If you keep it like that, I would add an epilepsy warning. If you’ve done web development before, you may be familiar with WebAIM accessibility standards. If you want to try to make it more accessible, those can help.

In general, these would be my recommendations:

  1. Make screen shake super subtle or remove it. A little goes a long way.
  2. Don’t strobe or flicker the logo. It doesn’t really add anything.
  3. The “trippy vortex” level transitions are really disorienting. I couldn’t look at them.
  4. Same with the flickering GAME OVER text and stuff. Like, I actually think even people without light sensitivity might be bothered by that; it flickers so fast.

Gameplay
Gameplay-wise, I would make the screen area match the play area a bit more. You spawn powerups way on the side of the screen, but it pretty much never makes sense to go out there to get them. Look at your inspiration. Arkanoid had way tighter level design where the screen was just a bit wider than the play area. This also makes the gameplay tighter and more fun. The screen is so wide that sometimes I’m just waiting for the ball to come back from the corner.

As to whether people will play an Arkanoid clone today without more stuff bolted on, I don’t know. I believe that if you make a game with a unique style and good sound, music, and UI, it could attract an audience. That’s where I would focus attention now if you’re thinking of working more on this project. Maybe put it on the back burner to add some unique twist to the gameplay.

Merci pour votre retour très détaillé, pour l’instant, je suis sur un autre jeu mais je compte vraiment tenir compte de vos remarques pour améliorer mon jeu.
J’ai bien conscience que ce type de jeu n’est plus à la mode mais l’idée était de faire un premier vrai jeu en IA, mine de rien, ça n’a pas été simple et là, pour une fois, je suis heureux d’avoir de vrais retours constructifs, ça change de mon entourage qui n’y connait rien et se montre enthousiaste.