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Brick Burst

  • 2d
  • arcade
  • breakout
  • brick-breaker
  • neon
  • casual
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mohamad _Mx built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Brick Burst yet. Play it, then tell Mohamad _Mx what you would add next.

Make your own game

Brick Burst was built by Mohamad _Mx with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Brick Burst opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Brick Burst

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a responsive single-screen 2D canvas arcade breakout game titled “Brick Burst.” Use a fixed full-viewport playfield with no scrolling and a dark neon space-like background: vertical gradient from deep purple at the top through indigo to nearly black at the bottom, with a small number of softly glowing cyan/pink drifting dots. Render the game in a polished neon UI style using rounded rectangles, translucent dark glass panels, subtle white borders, gradients, particles, and occasional screen shake.

Core gameplay: the player controls a horizontal rounded paddle near the bottom of the screen and bounces one or more glowing balls upward to destroy a grid of bricks. The paddle follows the mouse horizontally, touch/pointer position, or keyboard A/D and Left/Right; clamp it inside the screen. Press Space or the on-screen Launch button to release balls initially held above the paddle. A ball reflects off the left, right, and top screen edges, the paddle, and bricks. Paddle bounce angle depends on where the ball hits across the paddle, and ball speed increases slightly after paddle hits. If all balls fall below the bottom, lose one of 3 lives, reset a ball stuck above the paddle, and reset the combo. When lives reach zero, stop the game and show a Game Over overlay with the score and reached level plus Restart/Try Again behavior.

Build levels procedurally. Level 1 starts with 6 rows (5 + level), 10 columns, brick grid beginning around y=92, with about 8% screen-width side margins and 8px gaps; brick height is 24px. Later levels increase rows up to 9, may omit some bricks, and introduce more multi-hit bricks. Clear every brick to advance after a short delay, increment the level, generate a new layout, and hold a new ball above the paddle. Normal bricks use a rotating neon palette of cyan, yellow, pink, lime, coral, and lavender, with vertical color gradients, rounded corners, and a subtle wobble animation. Some bricks are special: steel bricks require multiple hits and have bright outlines and horizontal stripe marks; bomb bricks are red/coral with a dark center and fuse-like mark and destroy nearby bricks in a radius when destroyed; power bricks are mint/green and marked with a plus/cross, and guarantee a power capsule drop. Bricks with multiple remaining hits should have a brighter/thicker outline. Award points for damage and full destruction, with increasing destruction score based on the current combo; increment combo on brick destruction and reset it on paddle contact.

Destroyed bricks can release falling rounded capsule power-ups. Capsules descend vertically and must be caught with the paddle; missed capsules disappear below the screen. Capsules are color-coded, outlined, gently rotate, and show a compact symbol: first letter for most types, “×2” for multiball, “M” for magnet, and “Ω” for mega. Include these actual power-ups and behaviors: Wide expands the paddle from 132 to 200 pixels temporarily; Slow Motion multiplies ball movement speed by 0.72 temporarily; Laser temporarily equips the paddle with pink laser emitters and allows firing two vertical laser bolts upward; Multiball creates up to three extra moving balls and adds a small score bonus; Ghost Ball and Mega Ball allow balls to pierce through bricks rather than bounce, with Mega Ball also enlarging the ball and dealing 2 damage per brick; Chaos Spin temporarily perturbs ball velocity after brick hits and shifts the background toward warmer purple/red colors; Energy Shield creates a bright horizontal green energy bar near the bottom that can absorb two missed balls; Magnet Catch makes a paddle-hit ball stick above the paddle until launched again; Mega Ball uses an orange ball/trail. Power durations should be temporary and scale slightly upward with level. The paddle visual should change for active laser/magnet effects, balls should have short glowing trails, and brick hits/power collection should emit colored square particles.

Laser controls: while Laser is active, fire two pink bolts from near the paddle’s left and right emitters using keyboard L, a canvas click/tap, or the on-screen Laser button. Give laser shots a brief cooldown. Lasers travel upward and damage/destroy the first brick they contact. The Laser button should appear locked/dim when laser power is inactive.

HUD: overlay fixed above the canvas. In the upper left, use a translucent rounded glass stats card showing SCORE, LIVES, LEVEL, BALLS, and COMBO with bold white numeric values. In the upper right show another glass card labeled ACTIVE POWER-UPS and list currently active effects with remaining seconds or shield hits, or “None” in cyan. At the bottom center show a glass help strip explaining the collectible capsules with colored labels such as +Wide, +Slow, +Laser, +Multiball, +Shield, +Magnet, +Mega, and +Chaos. During active play on smaller/touch screens, show two circular controls at lower right: a cyan/white Launch button (changing to Focus when no ball is stuck) and a pink Laser button.

Initial presentation: on load, show the playfield and brick layout behind a centered translucent dark rounded overlay panel. The panel has a large bold white “Brick Burst” title, the subtitle “Break bricks. Stack weird power-ups. Survive the chaos.”, instructional text stating “Move with mouse, touch, or A/D. Press Space to launch. Laser works with tap, click, or L.”, and a bright cyan/white Start Game pill button plus a pink Restart button that is initially hidden. Starting should initialize score 0, lives 3, level 1, one stuck ball, and hide the overlay. Also support Escape to pause and resume with a centered “Paused” overlay. Keep the visual composition close to the reference: the brick field occupies the upper half, the paddle and ball are near the bottom, HUD cards sit above everything, and all UI uses rounded glass panels and high-contrast neon pastel accents.

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