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(+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!