If you have the explosives perk sometimes you will leave the enemy with hp left when all of the blocks are gone
If you have the explosives perk sometimes you will leave the enemy with hp left when all of the blocks are gone
Well... that's what I call an original concept! As others have pointed out, though, there are other things you can add for increasing playability. My contribution is suggesting a wider pad, some upgrades, power-ups
It's not a bad idea combining a dungeon crawler with breakout. But this version is all that fun.
Why not form the breakout blocks to look like dungeon enemies? Or, why not give the paddle power-ups and attacks similar to a hero?
I think this is a pretty neat concept; taking a classic gameplay loop like breakout and throwing it into another genre, like dungeon crawlers. But the biggest problem here is unfortunately the execution.
I'm gonna be honest and say that your game is pretty boring. And I think I know why that is.
Firstly, all the encounters feel more or less the same, and take waaay too long. I'm saying they don't feel engaging to play. What I would do is rack up the pace by making each encounter only about 5-15 seconds long. The ball bouncing at high speeds against uniquely designed formations.
Second of all, the game lacks identity in it's presentation. It ain't gotta be complex, but you should always try to add meaningful detail and sound to your projects. This way, they'll feel like they have a theme, and therefore identity.
I don't think this game is terrible, but you can obviously improve a lot, and I would like to see you do that. Cheers.