Thank you, so you cannot reproducte the bug? I think the glitching has to do with the delta time after a temporary freeze (Phaser does not do timer steps when delta get to high?). When it happens, balls just randomly appear inside blocks or shift to another part to the screen.
Added some worley (cellular) noise yesterday to make the bricks ‘crack’, it looks great :). Just too bad I have to bake them to a texture (just 4 damage textures a brick) instead of generating them very precisely the shader.
This is my fist game using a library hoping to speed things up and finish a game for once. But with all these problems and compromises I have to make, I am starting to want to go back to PicoGL with a custom engine. At least I can make some nice shaders with vertex attribs and more efficient particle systems this way.
Also thinking of going on a quad-tree approach for the bricks, this would make any shape / size possible without any performance problems. I could even make make pictures destructible on pixel basis this way!