Tiny Skweek plays Breakout by Recher

[raw]
made by Recher for Ludum Dare 56 (COMPO)

Tiny skweek plays Breakout.

tiny<em>skweek</em>breakout.png

Click on an empty blue square to add a solid square, on which your tiny skweek can bounce.

Destroy blocks and score points.

  • You don't have to destroy all the blocks on the borders to go to the next level, so you should keep the border blocks as long as possible.
  • The tiny skweek grows when you destroy a game block, but not one of your own block.
  • The tiny skweek shrinks a little each time you place a block.
  • Place them wisely instead of random-clicking everywhere.
  • On the first levels, when there are only a few blocks left, they automatically decay, so that you don't have to precisely aim that damned last block.

Click the button 1 or 2 to restart a new game.

I developped this game with the Squarity engine (my personal project).

This engine is supposed to create games based only on 2D grids (like the minesweeper, tic-tac-toe, etc.). But with the version 2 of the engine, we can do more things.

So, why not create a game not based on 2D grids, with an engine supposed to manage only 2D grids ?

This game is a tribute to two 1990's PC games, made by French video game studios:Super Skweek, Popcorn

Enjoy !

https://youtu.be/jFFqqlG5oPU

Ratings

Overall 255th 3.107⭐ 30🧑‍⚖️
Fun 237th 3.089⭐ 30🧑‍⚖️
Innovation 143th 3.429⭐ 30🧑‍⚖️
Theme 314th 2.411⭐ 30🧑‍⚖️
Graphics 289th 2.75⭐ 30🧑‍⚖️
Humor 236th 2.477⭐ 24🧑‍⚖️
Mood 282th 2.708⭐ 26🧑‍⚖️
Given 24🗳️ 29🗨️

Feedback

voidraizer
07. Oct 2024 · 14:50 UTC
This was a cool play. What a neat take on the brick genre :thumbsup:. I'm not sure what the arrow keys next to the 1 and 2 were for though
🎤 Recher
07. Oct 2024 · 15:44 UTC
Thank you. The arrow keys are useless (I should have put a little message telling that).
I can't hide them, because they are part of the generic UI of the Squarity engine.

Well, I should be developing the feature to hide unused buttons, as I'm the person developing Squarity. But you know how is life.
DashVirus
09. Oct 2024 · 22:18 UTC
Hi, it's nice that you need to play as "the walls" in a brick breaker. I find the pace of the game a bit slow though, and I feel like it doesn't fit much with the theme "Tiny Creatures". Nevertheless, let's move on to the impressive part : You made the engine yourself, and for that a huge bravo. Good luck on your project, it's cool to do such a thing ;)
🎤 Recher
10. Oct 2024 · 19:47 UTC
Thank you DashVirus. Yes, it's been a couple of years I'm working on this game engine. I just hope that some day, other people will be interested in it and will create their own game.
Euler Moises
10. Oct 2024 · 22:40 UTC
C'est un bon récit de Breakout/Arkanoid.

Créer des blocs en pensant à l’angle de rebond est plus difficile qu’il n’y paraît.

Ce qui m'a surpris, c'est que vous ayez créé le moteur.

Félicitations pour le travail.
frozenfire92
10. Oct 2024 · 23:11 UTC
Very cool take on the genre, I enjoyed the strategies that moving the paddle could unlock. I think with some speed, power ups, and game juice there is a lot of potential! Keep on making games :smile:
InitialPosition
10. Oct 2024 · 23:16 UTC
Very unique take on the breakout genre, as others have mentioned. I had to get used to placing blocks in front of the player (and missed more than I want to admit) but eventually got it down. I of course got pranked by unpredictable collision bounces here and there but nothing that took me out of the zone. I like the idea of making it easier for the player by slowly breaking the last blocks by themselves over time, the fact it's running in your own engine is incredible and the only thing I can criticize is that the game doesn't fit the theme toooo much. Otherwise, nice :D
ChrisBeck
13. Oct 2024 · 09:32 UTC
An interesting take on breakout games, I enjoyed the strategic element of having to choose which tiles to make solid. I think the fact that you've made this in your own engine is super impressive - really good job!
🎤 Recher
13. Oct 2024 · 11:50 UTC
Thank you very much for all your reviews, and thanks to the people who went to my Twitch channel while I was testing your games.

@euler-moises , I love your comment. Just one little thing: the correct word is "une bonne adaptation de Breakout/Arkanoid", and not "un bon récit de Breakout/Arkanoid". It's fun to see this sort of word confusion.
bentglasstube
13. Oct 2024 · 19:21 UTC
I liked the added mechanic of clicking on the blocks to make them solid. The gameplay was a little slow at first but as the creature grew it became a little more stressful, which was fun. Nice work all around.
Prunus Padis
14. Oct 2024 · 11:24 UTC
Intresting using custom engine like that, i like the opensourcines of seeing the game code next to the game.

Game is little slow and since there is no audio engagement is slow at start. I like the speeding ball but since the game starts from level on restart i really never got to play it more. Level 2 also start super fast or something compared to level 1 witch waits for the player input and lost my first run because of that i think and almost lost on the second try.
Zirrrus
14. Oct 2024 · 14:34 UTC
Neat! Always cool to see people using their own engine!
Lussard Studio
15. Oct 2024 · 21:24 UTC
Nice concept to mix breakout gameplay with this tile placement ! There is potential for complete game maybe on mobile ? Good idea and congrats to have done everything by yourself using ur own custom engine ! :muscle:
Levi
16. Oct 2024 · 21:51 UTC
Hey, innovative twist on the game. Enjoyed it after it took a while to get it, but your instructions were clear. I liked the tools you used to make it! :) I can't believe you made a jam game in your own game engine.
WeirdBitGames
18. Oct 2024 · 17:04 UTC
An interesting take on a classic. I like the new block-clicking mechanic too!
🎤 Recher
19. Oct 2024 · 08:52 UTC
@prunus-padis : I plan to add sound on the game engine, in a undecided future moment. I should have added one confirmation click at the beginning of the levels after the first one. It would have removed the bad surprise. I also wanted to add multiple lives, etc.

Once again, thank you to all the people who noticed I made my own game engine: @dashvirus , @euler-moises , @initialposition , @chrisbeck , @prunus-padis , @zirrrus , @lussard-studio , @levi .

It's the main reason why I participate to Ludum Dares: to show my game engine, to test it in "real conditions", and to have the hope that some other people will use it to create their own games. Feel free to join the Discord (the link is in the game page). I promise I will write an English version of the documentation.
MaximeG
19. Oct 2024 · 10:03 UTC
wow nice idea! I love the tweak of the original game! good job!
Joror
23. Oct 2024 · 18:36 UTC
Nice twist on a classic! Pretty tricky to get far, but neat nonetheless. Would have loved some basic sounds with this.
TheLastSlowpoke
24. Oct 2024 · 01:23 UTC
I did not expect a resource management game from this ^^ The fact that the walls are not recovering between levels, but you need them to grow in size is making the game really interesting! You probably know this, but your engine is very impressive!
Hare Software
24. Oct 2024 · 22:15 UTC
A very cool idea executed well, good work!
🎤 Recher
06. Nov 2024 · 21:03 UTC
Aaaand one last thank to @thelastslowpoke , the last person of this Ludum edition who has been impressed by my own game engine.

The adventure of developing this engine continues. I hope there will be more features for the next edition.

See ya !