Main game
3.40 average rating based on 5 ratings
Played until stage 20 of 30. I was not expecting this style of game based on the name. It was a puzzle game like pong for breaking blocks, not my type of game but it was a little fun for a while. I did like the powerups and going for the 1 that best countered the current situation, and the hazards/gimmicks. Missile for manual aim like asteriods, but it did not help when invulnerable blocks were in the way. Big made the ball destroy every possible block in 1 hit and was they key to beating later stages that had a lot of annoying invulnerable blocks. 3 way split made the ball split over and over. It did a lot of damage and made it much harder to die but the balls got smaller and were harder to keep track of. 6 way split was even more chaotic. Slow and long helped with not losing the ball but only being able to have 1 power made them lame. Glove made the ball stick to the paddle but I could not figure out how to aim. So much of the game seemed random, where the ball went, whether it would even …
Read MorePlayed until stage 20 of 30. I was not expecting this style of game based on the name. It was a puzzle game like pong for breaking blocks, not my type of game but it was a little fun for a while. I did like the powerups and going for the 1 that best countered the current situation, and the hazards/gimmicks. Missile for manual aim like asteriods, but it did not help when invulnerable blocks were in the way. Big made the ball destroy every possible block in 1 hit and was they key to beating later stages that had a lot of annoying invulnerable blocks. 3 way split made the ball split over and over. It did a lot of damage and made it much harder to die but the balls got smaller and were harder to keep track of. 6 way split was even more chaotic. Slow and long helped with not losing the ball but only being able to have 1 power made them lame. Glove made the ball stick to the paddle but I could not figure out how to aim. So much of the game seemed random, where the ball went, whether it would even hit the power up dispenser, and what power it would give. The stages with invulnerable blocks were especially tedious, and I quit on stage 20 because the power up dispenser was past a wall of invulnerable blocks with only a 2 block gap filled with heavy blocks. Way too much tedium before even getting a chance at a good powerup. I would not have gotten anywhere near that far without save states. Not going to rate since too far from my type.
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