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Arcade › Prism Break

Prism Break

  • 2d
  • arcade
  • brick-breaker
  • neon
  • casual
0
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1 play

How to play

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

Discussion

Nobody has said anything about Prism Break yet. Play it, then tell patrick ringeisen what you would add next.

Make your own game

Prism Break was built by patrick ringeisen 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 Prism Break 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 Prism Break

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 browser arcade game titled “Prism Break,” a neon brick-breaker/casse-brique played on a full-screen 2D canvas. Use a dark navy-to-black vertical gradient background with a subtle glowing blue grid: a translucent playfield begins around y=70, has thin vertical and horizontal grid lines spaced about 34 px, and inset side boundaries around 8 px. Keep the visual style polished, minimal, futuristic, and neon-glowing, with rounded rectangles, soft shadows, translucent glass HUD panels, and French text.

Gameplay: the player controls a horizontal rounded paddle near the bottom of the screen. It is normally blue with a white glowing ball above it. Move the paddle left/right with ArrowLeft/ArrowRight or A/D; constrain it inside the playfield with about 12 px side padding. Press Space to launch the ball from its initially stuck position, and while playing Space toggles pause. Press R to restart the entire game. The ball launches diagonally upward, bounces off the left and right walls and the top boundary, and bounces off the paddle. Aim the bounce from the paddle according to horizontal impact position: hitting the center sends it mostly vertically, while hitting an edge adds horizontal velocity. The ball should have a short fading white trail and a soft white glow. If every ball falls below the bottom, lose one life. Start with 3 lives; after losing a life, show a ready state with a new ball stuck above the paddle, and Space relaunches it. On zero lives, show a game-over overlay with the final score and the instruction to press R.

Brick layout: on level 1, create a responsive grid of 6–10 columns based on screen width and 4 rows; use approximately 7 px gaps, side margins around 6% of screen width (minimum 18 px), top around y=92, and brick heights around 22–34 px. Increase the number of rows over progression, up to 7 rows (roughly 4 + floor((level-1)/2)). Bricks are rounded rectangles with a glossy highlight strip and neon glow. Use a repeating bright palette of pink #ff5d8f, orange #ff9f43, yellow #ffd166, teal #4de1c1, blue #55a7ff, and purple #a78bfa. Most colored bricks are destructible in one hit. Some gray-blue bricks are indestructible: on the first row, place them in a repeating pattern based on column and level; from level 3 onward also place some on the second row. Give indestructible bricks a muted gray-blue fill, a small glow, and a centered star symbol ✦. The ball must bounce off indestructible bricks but not remove them. Colored brick hits remove the brick, award 10 points times the current level, and create a small burst of matching particles. Indestructible brick hits award 2 points and create gray particle bursts. When all destructible bricks are gone, award 100 bonus points, advance the level, rebuild a denser layout, reset the paddle and ball, and show a “NIVEAU [number]” overlay until Space continues.

Power-ups: when a destructible brick breaks, randomly spawn a falling power-up about 18% of the time. It falls vertically at about 110 px/sec and is collectible by the paddle. Render each as a rotating glowing rounded square, green/cyan for good power-ups and pink/red for bad ones, with a dark symbol: “↔” for wide paddle, “×2” for multi-ball, “−” for shrink paddle, and “⚡” for speed. About 68% of drops are beneficial: choose wide or multi-ball; the rest are harmful: choose shrink or speed. Wide increases paddle width, capped around 38% of screen width; shrink reduces it but never below about 58 px; speed multiplies all current ball velocities by about 1.28; multi-ball creates two additional balls from the current ball with opposing horizontal directions, with a maximum of five balls total. Collected power-ups emit colorful particles and briefly tint/glow the paddle cyan for good effects or pink for bad effects. Multiple balls independently bounce, hit bricks, and can be lost; only when no balls remain does the life-loss logic occur.

Add lightweight particle effects: colored square particles on brick destruction and larger particles on power-up collection, with gravity and fade-out. Use glow/shadow effects on balls, paddle, bricks, power-ups, and particles, but preserve readability. The paddle is a blue glowing rounded rectangle about 14 px high and normally up to roughly 23% of viewport width; its vertical position is about 56 px or 9% of viewport height above the bottom. Make the layout resize with the browser, keeping the canvas full viewport and adapting columns and dimensions.

HUD/UI: overlay fixed glass-like panels above the canvas. In the upper-left, show Score, Vies, and Niveau with uppercase small labels and large values, initially 0, 3, and 1. In the upper-right, show the French controls text “← → déplacer · ESPACE lancer / pause · R recommencer”; hide this control panel on narrow mobile widths. At the bottom center show a translucent legend reading “Bonus : élargir · multi-balle  |  Malus : paddle réduit · balle rapide”. During the initial ready state, center a dark translucent rounded card roughly 440 px wide with the title “PRISM BREAK,” subtitle “Détruis les briques colorées. Les briques grises sont incassables.” and hint “Appuie sur ESPACE pour commencer.” Use responsive typography with a large bold title. Reuse the same centered card for pause (“PAUSE” / “La partie est en pause.” / “Appuie sur ESPACE pour reprendre”), lost ball (“BALLE PERDUE” with remaining lives), level transitions, and game over (“PARTIE TERMINÉE” / “Score final : [score]” / “Appuie sur R pour recommencer”). Ensure overlays do not block keyboard gameplay, and start the game in the ready state with the first ball stuck to the paddle.

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