Brick Breaker

Bounce the ball off your paddle and clear the wall before it reaches the line. Where the ball meets the paddle decides where it goes — that is the whole aiming system, and there is nothing to buy that aims for you.

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The wall, and how a level ends

The board is 360×640 units and the bricks are stacked at the top in 8 columns. Their layout comes from the level number and a fixed seed, so every player meets the same wall on the same level — and so does the same player after an app update. A golden test pins the layouts down, which makes changing one a decision rather than an accident.

Rows are built symmetrically around the middle column, so a wall reads as a shape worth aiming at rather than a random scatter.

Controls, and how you aim

While every ball is still waiting on the paddle, nothing on the board moves — not even the wall. Time spent aiming is free.

Hollow bricks, and what a life costs

Extra balls are free, earned inside the level, capped, and gone when the level ends. They are not sold, they are not behind an ad, and they never will be.

The wall comes down instead of a clock

The whole living wall creeps toward you by a few units every second, faster on higher levels. If a living brick touches the line just above the paddle, the level is lost however many lives you had left.

The 100 levels

Clearing a level unlocks the next one, and any level you have cleared can be replayed. The unlocked frontier never moves backwards.

What changes with the levelLevel 1Level 100
Rows of bricks37
Squares in a row that carry one55%100%
Bricks holding a spare ball12
Paddle width7656
Ball speed at launch240330
Top ball speed400480
Wall descent per second38

Widths and speeds are in the units of the 360×640 board. The paddle narrows as you climb; that number is never displayed, and it is not meant to be noticed — only felt.

The help you get

Statistics are attempts, clears and total play time, and play time only counts while the board is moving. There is no score: the achievement here is whether the wall came down, and a number would quietly replace aiming with points-farming.

Questions people ask

Do I lose a life every time a ball drops?

Only if it was the last one. While more than one ball is in play, losing one costs you the ball and nothing else.

How do I aim?

By where the ball meets the paddle. The middle sends it straight up, and the further toward an edge you catch it, the steeper it leaves — up to 60°.

Can I take my time before launching?

Yes. Nothing moves while every ball is waiting on the paddle, so aiming costs you nothing at all.

Is there a time limit?

No clock, but the wall creeps down while you play. Let a living brick reach the line above the paddle and the level ends there.

Is there a score?

No. Attempts, clears and play time are recorded. Whether the wall came down is the achievement.

Is there a daily challenge?

Not yet. The boards are seed-deterministic, so one can be added later in the same shape Water Sort already has.

Everything described here is implemented in the open: read the source code on GitHub.