Shatterzone
Bounce a ball through layers of bricks, chain combos without touching the paddle, and clear each level before the timer hits zero.
Objective
Each level loads a fixed brick layout. Knock out every breakable brick with the ball before you lose all your lives. Levels also run a three-minute clock — finish early for a time bonus, run out and the timer just turns red (clearing still wins). You start with 3 lives and the cap is 5. Six unique layouts cycle through the run: rectangle, pyramid, diamond, fortress, checkerboard, invader.
Controls
| Input | Action |
|---|---|
| ← → / A D | Move paddle left / right |
| ↑ ↓ / W S | Nudge paddle up / down (limited band near the bottom) |
| Space | Launch the stuck ball, release sticky balls, advance menus |
| Mouse | Move paddle by hovering; click to launch / release |
| Esc | Pause & open settings (paddle speed 2–20) |
How it works
- Brick types — green
1-HP bricks pop in one hit, yellow2-HP need two, orange3-HP need three, and grey solid bricks are indestructible. Damaged bricks show crack marks. - Combo counter — every brick a ball breaks before it touches the paddle adds
1to that ball's combo. Touching the paddle resets it. Multiple balls each track their own combos. - Paddle english — where the ball lands on the paddle nudges its angle: edges shove sideways, the centre keeps it vertical. Ball speed creeps up by
0.5%per brick toward a hard cap of7. - Powerups —
15%of broken bricks drop a capsule. Catch with the paddle to apply. Most last roughly20seconds (slow is10s); the red SMALL capsule is a trap. - Powerup roster — Wide paddle, Multi-ball (splits into three), Slow ball, + extra life, stiCky paddle, Gun (auto-fires bullets), eXplosive ball (clears adjacent bricks on each kill), Big ball, SMALL paddle (bad).
- Solid bricks & the explosive ball — bullets and explosive blasts both bounce off solids harmlessly. Only a direct paddle strategy can route around them.
- Lives — losing every active ball costs one life, the paddle resets, and the next ball spawns stuck to the paddle. Lose your last life and the run ends.
Scoring
- Brick kill: base value is
10(green) /25(yellow) /50(orange), then multiplied by the ball's current combo. A5×combo on a 3-HP brick is50 × 5 = 250. - Explosive collateral: bricks vaporised by the blast pay their base value (no combo multiplier on the splash).
- Bullet kills: gun powerup bullets pay the base brick value, no combo.
- Time bonus:
seconds remaining × 10at the moment the last breakable brick falls. - Lives bonus:
lives remaining × 100, paid at every level clear. - Level total: the slot-machine tally rolls up bricks destroyed, highest combo, level score, time bonus, and lives bonus into one jackpot.
Strategy
- Protect the combo. A 3-HP brick at
10×is500points; the same brick at1×is50. Letting the ball roam the top of the field is worth far more than panicking it back to safety. - Multi-ball is the combo killer. Three balls each on a
1×combo score less than one ball on a5×. Catch M only when you need to dig out a corner or restart a stalled run. - Refuse the SMALL capsule. A red SMALL paddle for
20seconds will cost you a life on most layouts. Let it fall, or dodge it sideways. - Sticky is a chess move, not a panic button. Use the C paddle to line up a deliberate shot into a tight gap — but remember the combo resets the moment the ball lands, so only stick when you've already cleared the easy bricks.
- Explosive eats fortress layouts. Level 4 (the fortress) and level 6 (the invader) are stacked with 3-HP bricks. Hold the X powerup until the ball reaches the dense centre, then watch the chain reaction.
- Use the paddle's vertical room. The paddle can climb roughly
30%up the screen with W/↑. Lifting it shortens reaction time but cuts off escaping balls that would otherwise slip past a corner. - Beat the clock when you can. Once the timer drops below
30seconds it turns orange, under10seconds it flashes red. Each remaining second is10points — finishing with1:00left is a flat+600.