Brick'd Out by Game Endeavor
Break in with Brick'd Out! Smash everything and leave no brick intact in this Breakout inspired arcade game. Move your mouse around the level to control the paddle, and left click to launch your ball. Just be sure to keep it stuck in the loop!

NOTE: The bug when completing the first level should be fixed, but let me know if you encounter any issues.
Howdy! I'm Game Endeavor and I make devlogs for my game Zoe and the Cursed Dreamer, a cute open world RPG where you'll explore dungeons, meet lovable characters, and living amongst them in your very own home. If you enjoyed this jam game then be sure to follow the progress on my main project: https://www.youtube.com/watch?v=TVg4EgcGynE
Ratings
| Overall | 447th | 3.75⭐ | 38🧑⚖️ |
| Fun | 431th | 3.653⭐ | 38🧑⚖️ |
| Innovation | 684th | 3.444⭐ | 38🧑⚖️ |
| Theme | 368th | 3.986⭐ | 37🧑⚖️ |
| Graphics | 159th | 4.306⭐ | 38🧑⚖️ |
| Mood | 579th | 3.6⭐ | 37🧑⚖️ |
| Given | 14🗳️ | 27🗨️ |
But for the the game overall: looks very nice, but the music so dynamic, I think, when you play games like that, in my opinion it is better to have a calm music for the background.
I'm not sure if this was just on my end, but the game audio seemed to be pretty quiet, so I had to turn my volume up pretty high. Not a big deal either way, I just figured I'd mention it in case anyone else had a similar experience. :)
Other than that, the game looks and plays really good. A nice twist on a classic game. Keep it up!
The bug should be fixed now. For some reason disabling debug export broke it. Let me know if you have any further issues. :)
The game plays great - controlling the bar is very intuitive and on point. Love the aesthetics you went for aswell.
I played the html and windows version. Due to the fact you're using Godot, I was curious to see how well the game performed in the browser, and as expected there were some mild to heavy lags (not gamebreaking though). I'm not much of a technical guy, and this may not be the right platform for it, but why not make a video on why Godot games have these annoying issues when ported to html5? (I obviously feel this has to be a general issue if even one of the youtube godot guides I trust can't just circumvent those problems).
Other than that - great fun, the game! The html version seems to be fixed now, the windows export still shows the layouts of unplayable maps after the first level, though.
Congrats!
I think I found a bug, perhaps. Some times when I lost, the game over screen didn't disappear and I could hear the game going on in the background. I could loose again, and then the game showed for a bit, and again appeared the game over screen. I had to refresh the page.
The music is cool as well.
Got a few issues though. On Linux, when I finished the first level, I got to the second, but there was no ball, and then each time I clicked, I get to the next level. So on Linux I was only able to play the first level.
Then I tried the the game on the Web, and it worked better. I was able to move to the next level and play them.
It's a bit laggy though, and controlling the bar with the mouse is a bit tricky since it's not full screen.
Got to say, I don't have the most up to date hardware either.
My game suffers from the same issues when I test it :)
It has a similar concept as your game as well.
Anyway, your work is awesome, and Godot is awesome. I will only get better.
Cheers
I tried the html version first but the sound didn't quite seem to sync and it was slightly laggy, so I ended up downloading the Linux version. However, I couldn't seem to full screen it, and it would also not allow me to progress beyond the first level. I tried the Windows version via Wine and it had the same issue. I went back to the html version and played beyond level one.
Despite the bugs, I really like the amount of polish that went into this for a jam game. I like the audiovisual feedback - the game feels pretty good to play. I quite enjoy your channel btw, hope you keep it up :)
* Gameplay - Well implemented. I enjoyed how the paddle reacted to the changes in momentum. I also think you were forgiving with a "grace" period even when I got to the ball a little late, which I appreciated. I expect you didn't use physics for this, because it would have been a lot harder to control. Even if you did, I appreciate whatever work you put into polishing the mechanics, because it felt very smooth and predictable.
* Controls - I was interested in using the arrow keys instead of the mouse. It might be a little less intuitive, but I also felt less precise using the mouse.
* Music - Nice song, and it fit the aesthetics in a way, but I think I would have preferred something a little more relaxing without as much octane for this. I didn't want to feel so stressed :P
* Overall - Good and effective implementation. It felt very polished. I liked the different bricks you placed in, as that added some variety to the strategy.
Nice job!
(Edit! I knew I recognized the icon from somewhere ... thanks for the Godot tutorials!)
The special bricks are a clever idea, and give you something to aim for! Also, I felt like I had a lot of control over the ball! Neat execution of this idea!
Also, yay for Godot!