Brick breaker with a turbo spin.
Made a clone of a popular brick breaker game, mainly wanted to see how fast I could do it. I managed to get it done in two weeks. Gameplay was done in a single day, balancing too much longer. The real time-killer was all the bells and whistles that come with mobile games – ads, analytics, and publishing to the store.
At the time the interesting thing that stood out to me was how important game design really is. Within one day you have a game that is fun to play. I often prototype ambiguous ideas, and the end result will miss either a goal, challenge, or meaningful player interaction.
It is also crucial to know what you’re building because code becomes more difficult to change as time goes on.
- Know what you’re building – start with the design.
- Balancing eats a lot of time.
- Releasing a mobile game is more work than it seems.
🕹 You can play it here