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Brick Breaker Magic Demo: feedback on aiming, level balance, and browser playability

A topic by OmerZahidKara created 55 days ago Views: 215 Replies: 8
Viewing posts 1 to 5

Hello, I recently finished a small Unity WebGL demo called Brick Breaker Magic Demo, and I would like feedback on the overall gameplay.

It is a browser-playable brick breaker puzzle demo with 30 handcrafted levels, reflective aiming, an x2 power shot, fast-forward during long ball turns, localized UI, and desktop/mobile browser support. It can be played directly in the browser on PC or mobile.

Project link:

https://omerzahidkara.itch.io/brick-breaker-magic-demo

I am especially looking for feedback on:

- Does the aiming line feel clear and reliable?

- Do the levels feel fair as they go from easy to hard?

- Does the game feel good on both desktop and mobile browsers?

- Does the game become more satisfying as the ball count increases?

- Is the UI flow understandable?

- Does anything feel confusing, slow, unnecessary, or missing?

This was built as a focused portfolio/demo project to practice making a solid playable prototype in a short production cycle.

Any feedback is appreciated. Thank you!

(+1)

Hey Omer, hope you are well.

- Does the aiming line feel clear and reliable?

yes, but you should add a line to show the aiming before you click, because I could only see the shooting line once I have clicked or hold mouse to click.
It is not super clear when you are bouncing balls off the wall where they will go.

- Do the levels feel fair as they go from easy to hard?
I only played up to level 6, it was easy and chill.

- Does the game feel good on both desktop and mobile browsers?
I only played on Desktop.

- Does the game become more satisfying as the ball count increases?
I like the nice shot and pop ups you can get, you should add some sort of combo/ increasing combo counter!

Yes but you should add a button that allows you to fast forward the speed or have the balls de-spawn when they are alive to long and going down, for example if the ball is bouncing back and forth left and right going down the player must sit and wait until the ball reaches the bottom and can't do anything.

- Is the UI flow understandable?
Add a clear understanding of what the power button does for the player.

 I think you could have a how to play button that shows a screen shot of the gameplay screen and a mouse with a left click so you know to click/touch on mobile to shoot!

I think you would increase the size and readability of the text.

- Does anything feel confusing, slow, unnecessary, or missing?

I was a little confused about the power left and what that means.
The level should automatically finish when you clear all the bricks not wait for your balls to finish bouncing.

Hey Devin, thanks a lot for taking the time to test the game and write detailed feedback. Even as a first-impression test, this is very useful!

The first six levels are intentionally easy and chill. The difficulty starts increasing slowly after level 10, becomes much more noticeable after level 20, and the final 4–5 levels are meant to be challenging. The main thing I still need feedback on is whether those late levels feel difficult but motivating, or simply too stubborn and frustrating. Reaching level 20 probably takes around 15 minutes, so I know that requires a longer test.

There is already a fast-forward system. When the balls keep bouncing without hitting bricks for a while, the game speeds them up automatically. If a shot continues for around 10–12 seconds, a fast-forward button also appears. You probably didn’t encounter it during this session, which may mean the feature needs clearer feedback.

For aiming, the intended control is to hold, adjust the line, and release to shoot. I’m not sure about showing the aiming line before the player starts aiming, because I think that could make the mechanic feel heavier or clutter the screen. Still, your point about wall-bounce readability is fair.

“Power Left” shows the total remaining durability of all the bricks. I agree that the wording is not clear enough, but I also need to keep it very short because of the limited UI space. Would “Brick HP” have been clearer to you? I’d also be interested to hear any other short label you think would work.

You’re right about some of the text being a little small. I was already aware of it, but it slipped through during the final work. A simple How to Play button in the main menu could also be useful for explaining aiming, touch controls, and the X2 Power button.

I’ll also reconsider whether the level should finish immediately when the last brick is destroyed instead of waiting for the remaining balls.

Thanks again for the helpful feedback!

(+1)

- Does the aiming line feel clear and reliable?

The aiming line is always clear and reliable, and is a good length.

- Do the levels feel fair as they go from easy to hard?

The levels feel fair. Some new mechanics unlocked by levels would be nice though.

- Does the game feel good on both desktop and mobile browsers?

It feels good on desktop but have not tried on mobile!

- Does the game become more satisfying as the ball count increases?

Yes! But it also makes the game harder when you must take account of all your balls

- Is the UI flow understandable?

Yes. I wish you could access prior levels, and I wish there was a endless mode.

- Does anything feel confusing, slow, unnecessary, or missing?

These brief solid blue loading screens are unnecessary 

Hey, thank you very much for the detailed feedback and for spending time with the game!

Adding new mechanics as the levels progress is definitely something I would enjoy doing. However, I recently started focusing on making several small games in different genres to build a wider portfolio, so I intentionally kept the scope of this one limited and cut some ideas to finish it faster. Still, I agree that this kind of game benefits a lot from new mechanics appearing over time.

I did not think as deeply about the increasing ball count, but I spent quite a lot of time on the level difficulty and layouts. I used some formulas and shape analysis while designing them, so the progression, fairness, and satisfaction of the levels were probably the main things I focused on in this project. I’m glad they felt fair to you.

You should actually be able to access previous levels. On the level selection screen, drag the white current-level tile upward and the list should scroll back toward the earlier levels. It may not be clear enough, though, since you did not notice it.

An endless mode would also fit the game well, but I left it out because of the limited demo scope.

And yes, the plain blue loading screen looks a little rough. I usually create a loading scene early because I may later connect memory management, pooling, or other loading processes to it. This game actually has a short prewarm process, but since I was treating it as a quick demo, I did not spend time decorating that screen.

Thanks again for the careful testing and all the helpful comments. I really appreciate it!

(+1)

- Does the aiming line feel clear and reliable?

Yes but it acted a little weird on the sides and didn't properly project at times when aiming off the sides

- Do the levels feel fair as they go from easy to hard?

Only played to level 12 but they mostly felt the same in terms of difficulty

- Does the game feel good on both desktop and mobile browsers?

Only played on desktop

- Does the game become more satisfying as the ball count increases?

yes

- Is the UI flow understandable?

the main menu is a tiny bit confusing but gets the job done

- Does anything feel confusing, slow, unnecessary, or missing?

the speed button should be there the whole time instead of popping up after a certain amount of time

Hey, thanks a lot for testing the game and sharing your feedback!

The aiming issue near the sides is useful to know. I’ll take another look at the reflected trajectory, especially when aiming close to the walls and corners.

The early difficulty curve is intentionally quite gentle. The difficulty starts increasing slowly after level 10 and becomes more noticeable after level 20, so level 12 still feeling similar is partly expected. Still, the increase may be a little too subtle during those early levels.

There is already an automatic fast-forward when the balls keep bouncing without hitting anything for a while. The button also appears if the shot continues for around 10–12 seconds. I kept it hidden at first because I wanted normal-speed hits to remain readable and didn’t want the UI to feel crowded, but I understand why having it visible all the time would feel more predictable.

I also agree that the main menu could communicate its flow a little more clearly.

Thanks again for taking the time to play!

(+1)

- Does the aiming line feel clear and reliable?

It is definitely clear, and reliable for at least the first bounce.  I noticed a couple times, particularly near block corners, where the balls did not hit the second bounce I'd seen, though it is possible that the mouse moved ever so slightly as I released the button; since the angle changes rapidly near corners, that might have been enough to change the trajectory from what I saw when I started releasing the button.  I don't recall any surprises with bounces further from the corners.

- Do the levels feel fair as they go from easy to hard?

I stopped after 21; it seemed like a pretty reasonable ramp up to that point.

- Does the game feel good on both desktop and mobile browsers?

It seemed fast enough on desktop, but in fullscreen mode on a 1600x900 display, some elements (the damage powerup button, for example) were off-screen; leaving fullscreen mode allowed me to scroll down to it.

- Does the game become more satisfying as the ball count increases?

It seemed like the hit count for individual blocks in the levels kept increasing along with the increased number of balls, so it didn't seem like I was destroying more blocks or making faster progress.  Since more balls also take more time to animate, when I made a mistake, it took longer to correct.

- Is the UI flow understandable?

Yes

- Does anything feel confusing, slow, unnecessary, or missing?

In fullscreen mode, if I started aiming on one side (left or right) of the screen, and then moved to aim on the other side, the background became blue instead of green, and I wasn't sure why, so that was a little confusing.  I only saw this in fullscreen mode (browser is Firefox 140.12.0esr if that matters).

I wasn't sure what enabled the powershot; specifically, whether it was set for a particular turn in each level, or whether there was something I did to enable it.

I wondered if the "nice shot", "great shot" and "magic shot" pop-ups meant anything mechanically, or were just there to add a little punch.  Punch is reason enough, I just wasn't sure, in particular since I didn't know what enabled the powershot and wondered if this might be related somehow.

It might be missing some variety in the powerups and/or block types.

Hey, thank you very much for the detailed feedback and for playing all the way to level 21. That genuinely made me happy!

About the aiming line: while developing this, I tested many mobile brick breaker games and noticed that small trajectory mismatches were surprisingly common. Later I understood why. Unity’s collider physics and a manually drawn aim line do not calculate collisions in exactly the same way. The line is strict and linear, while the ball and brick colliders calculate collisions between shapes with actual size, especially around corners. I spent quite a lot of time improving it, and the current version is much more accurate even with several zigzag bounces. You would need to see the earlier versions to understand why I was so happy with it :D Still, corner cases can remain.

The game was originally developed for Android in portrait mode. I later made a WebGL version because it was much easier to share it as a portfolio project and receive feedback. That is why fullscreen desktop resolutions can cause some layout problems. I am not sure whether I will have time to fully polish the desktop fullscreen version before starting my next project, but I at least want to fix the mobile edges, since playing it on a phone feels more enjoyable to me.

You are also completely right about the ball count and brick durability increasing together. I noticed the same thing while testing other games in this genre. Mobile versions usually solve it with bombs, lasers, temporary extra balls, or purchasable power-ups. Since I did not add those additional systems, the progression can feel a little neutral even though the numbers increase.

The X2 Power was designed to add some strategy. You first unlock it by reaching the Great Shot threshold, and then you can choose which later turn to use it on. Since the ball position and board situation change after every turn, choosing the right moment can make a large difference. It doubles the damage of every ball for that turn. There is a popup when it is activated, but it seems the mechanic still needs a clearer explanation.

The shot messages are also connected to performance:

  • Nice Shot: at least 2× your current ball count in damage
  • Great Shot: at least 4×, and it unlocks the power if it is not already available
  • Magic Shot: at least 6×

So they show how efficiently your balls performed during that turn, rather than being purely decorative. I also used this efficiency metric while designing the difficulty curve. For example, around level 10, each ball is expected to produce at least about 2.7 hits worth of damage per turn. By level 30, that target rises to around 10.8 per ball. Since the player has 68 balls there, the expected turn damage is roughly 734 or more. The idea is that later levels require better angles and more repeated bounces, rather than only giving the player more balls.

I already knew the game still had some clarity and polish issues, but feedback like this is exactly what I needed. It is surprisingly difficult to know which details deserve the most attention without seeing how other players understand the systems. Thanks again for the careful testing!