Browser game

Brick Blast: a balls-vs-bricks arcade with 21 levels and portals

An aim-and-shoot arcade where multiple balls fire at descending brick rows — 21 levels with custom block shapes and portals, five difficulty presets, and ten visual themes.

Problem

The balls-vs-bricks genre looks simple, but most implementations get stale fast: the same series of shots at a static brick grid, with no rising difficulty or block variety, stops surprising after just a few levels.

The harder balance is risk: if brick rows descend too predictably, or without varied mechanics such as ricochets, portals, and a growing ball count, runs turn into repeating one action instead of a gradually escalating challenge.

Core loop: aiming, ball chains, and ricochets

The player holds the field and drags up from the launch pad — an aim line appears, and the longer the drag, the stronger the shot. Each turn fires several balls in sequence: the first ball to return to the pad sets the next aim point, and the ball count for the next turn never shrinks — it equals the balls fired this turn plus any +1 and ×3 bonuses, with the HUD counter updating instantly.

After every turn, the brick row shifts down toward the danger line; each block shows how many hits it needs to break. Gray metal blocks never break at all: a solid striped "wall" reflects the ball at a right angle, while a block with a blue bumper or angled face deflects it at a different angle — that ricochet is highlighted on the aim line in advance.

Difficulty curve: 21 levels, custom shapes, and portals

Difficulty rises level by level across all 21 levels; per the in-game settings screen, custom block shapes start appearing from level 3, and portals from level 5 — so the content isn't limited to a single shape set and keeps growing with progress.

Before playing, five difficulty presets are available — Beginner, Easy, Normal, Hard, Expert — each with a short description like "balanced progression", plus a "Custom settings" tab with sliders and number inputs for manual fine-tuning (row count, spacing, ball speed, and more), with save and reset controls.

Bonuses, turbo mode, and ten visual themes

Two bonus types appear on the field — "+1" grants one extra ball on the next turn, "×3" fires three extra balls in the current round. The "Collect" button pulls back all balls early to end the turn, and "Turbo" speeds up play at ×2, ×4, ×8, or ×16 — handy on predictable stretches of a level.

Ten visual themes are switchable right from the main menu — TRON, Sunset, Matrix, Synthwave, Ocean, Lava, Candy, Aurora, Gold, Sakura — there's a sound toggle, and the best score persists across sessions.

Result

As verified, the product lives as a full browser arcade, not a bare starter scaffold: 21 built-out levels, a built-in interactive "How to play" tutorial illustrating the mechanics, five difficulty presets plus manual tuning, and a system of ten visual themes — a finished game with content, not a declaration of a tech template.

The game runs as a standalone public product on its own domain (brick-blast.ecomdev.uz), built on Vite, TypeScript, and Canvas rendering — a lightweight stack that nonetheless carries a full game loop with progression, not just a basic render cycle.

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