About the game
Ballz Breaker is a turn-based brick breaker in the tradition of Ballz and Bricks Breaker Quest. Every brick carries a number, and that number is exactly how many ball hits it has left. You aim from the launch line at the bottom of the board, release, and your entire stream of balls pours out along that single line, ricocheting off the walls and off every brick face until the last one drops back to the floor.
The hook is growth. Every new row hides at least one green +1 pickup, and any ball that touches it adds a permanent ball to your stream. Three balls become eight, eight become twenty, and by turn twenty a single well-threaded shot sends thirty balls pinballing through the stack and clears half the board in one go. Each turn the wall creeps one row closer, so your score is simply the number of turns you survive before a brick touches the red line.
How to play
- Desktop: hold the left mouse button and drag to aim. The dotted line previews the shot, including its wall bounces; release to fire.
- Mobile: touch and drag anywhere on the board, then lift your finger to launch.
- Fine-tune the angle with the left and right arrow keys and press Space to fire.
- Tap the ×1 / ×2 / ×3 button under the board (or press S) to fast-forward the balls.
- After a game over press Space or Enter to start a new run; Pause freezes everything.
Rules
- The number on a brick is its remaining hit points. Every ball contact removes one, and at zero the brick shatters.
- New bricks spawn with hit points equal to the current turn, and roughly one in five spawns twice as tough.
- A green +1 pickup permanently adds one ball to every future turn. Balls pass straight through it without bouncing.
- The turn ends when the last ball returns to the floor, and the launcher moves to wherever the first ball landed.
- Every turn the whole wall drops one row. If any brick reaches the red line the run is over, and your score is the number of turns survived.
Strategy & tips
Thread the ceiling gaps
A ball that gets above the wall bounces between the ceiling and the tops of the bricks, and every pass costs another hit point. One shot threaded through a hole in the top row is worth five clean shots into the front face.
Shoot flat, not straight up
A near-vertical shot hits one brick and comes straight back down. A shot fired at twenty or thirty degrees runs the length of a row, clips brick after brick and returns several times the damage for the same turn.
Never skip a +1
The green pickup is the only thing that grows your stream, while brick hit points grow every single turn without fail. Miss two pickups in a row and the wall starts winning; collect every one and your ball count outruns the numbers.
Open a column, not the whole wall
Punching one column all the way open is worth far more than shaving a point off every brick. An empty column is a corridor to the ceiling, and a corridor is where the damage multiplies.
FAQ
How is the score calculated?
Your score is the number of turns you survive. One completed turn is one point, so a run ends with whatever turn number you had reached when a brick finally touched the red line at the bottom.
How do I get more balls?
Every new row contains at least one green +1 pickup. Touch it with any ball and your stream grows by one from the next turn onward. Pickups pass straight through the balls, so grabbing one never costs you a bounce.
Why do the bricks get harder every turn?
New bricks always spawn with as many hit points as the current turn number, and about one in five spawns with double that. This is exactly the pressure the +1 pickups exist to answer — your ball count has to grow at least as fast as the numbers do.
What does the ×2 / ×3 button do?
It fast-forwards the simulation without changing the physics, so a long turn takes a few seconds instead of half a minute. If a turn drags on the game also speeds itself up, and after 22 seconds any balls still in flight are recalled to the floor.
Can a ball get stuck bouncing sideways forever?
No. Any bounce that would leave a ball travelling too close to horizontal has its vertical component pushed back up while its speed is preserved, so every ball keeps making progress toward the floor. Late in a turn that push gets stronger, and the automatic recall is the final safety net.