Brick Arena

About this game Brick Arena

Development notes

Goals decide, bricks open the board

The brick types come from my earlier match-3 game: line gems became row and column blasts, the colour bomb became multiball, the potion the heal brick. Brick damage first used that game's 0.3 per point; simulated matches then passed 4,000 brick points, a KO on bricks alone, and conceding even paid off, since the player who missed got a fresh serve into the bricks. At 0.06 per point goals carry most of the damage, and a bomb chain that took 309 HP at once led to the 50-per-tick cap.

Matches that ended too soon

When a goal cost 120 HP, even evenly matched players conceded about 15 goals in simulation, so a three-minute match was over in roughly 25 seconds. On 2026-10-07 a goal became 50 HP and the serve after it waits 1.5 seconds. Today's bot re-run gave medians of 64 to 103 seconds, depending on the pairing.

An AI that errs like a person

An AI that met every ball with the paddle centre sent it straight back, the easiest ball to return, and won only 19% against a bot with sloppy aim, so it now aims off centre. Its error is held for 0.4 seconds instead of being redrawn every tick, because per-tick noise cancelled out. When a player who never moved beat Easy in 16 of 30 simulated games and Normal in 5, I cut the errors from 400/180/40 to 220/110/30 units; today's re-run gave 7 and 0.

Same physics on every machine

The physics uses only integer fixed-point maths, so the server and both browsers reach bit-identical results. Your browser runs it ahead of the server to draw the ball without delay, but HP, score and goals come only from the server, so a mispredicted goal never flashes damage.

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