Pocket Games

Wallbreaker

A wall of numbered bricks that drops one row with every shot, and a volley of balls bouncing between the walls to bring it down. What counts is not a fast hand but the right angle: a well-placed shot keeps working on its own for seconds.

How to play

Drag your finger to aim and release to shoot: a dotted line shows where the volley will go. The balls leave the launcher at the bottom one after another and bounce off the walls, the ceiling and the bricks until they come back down.

Every brick has a number: it is how many hits it has left. Each impact takes one away, and at zero the brick breaks.

When the last ball is back at the bottom, the turn ends: the wall drops one row and a new one appears at the top, with tougher bricks. If a brick reaches the launcher line, the game is over.

On Pocket Games

The wall is 7 columns wide and has 9 rows before the launcher line. You start at level 1, with a single row and a single ball. Your score is the level: it goes up by one with every shot, and it is also the number of hits new bricks have. Every row that comes in at the top is built like this:

New rowHow it is generated
Bricks2 to 5, in random columns
Hits per brickequal to the level; about one in four has double
+1 power-upalways one, in a free cell
Special power-upabout one row in three: row, column, bomb or star

The launcher moves

The next shot doesn’t start from the same spot: the launcher moves to where the first ball of the volley landed. While the balls are still flying, a white ball at the bottom already shows where you will shoot from. It’s worth planning for: a shot that brings the launcher under a gap in the wall sets up the next one.

Power-ups

Every new row has a +1: if a ball passes through it, from the next shot on your volley has one more ball. It is the resource that matters most, because the wall gets tougher with every row and only a longer volley can keep up.

Every now and then a special power-up shows up too. It stays lit for the whole turn in which it is touched and works on every pass of a ball, then disappears:

One hit doesn’t sound like much, but a wide volley crosses the same power-up dozens of times: a well-caught row can clear itself.

How to think about it

Look for gaps. A ball that gets above the wall bounces between the ceiling and the top of the bricks, and does far more damage there than hitting the front row over and over.

Grab the +1s, even at the cost of a worse shot. An extra ball lasts for the rest of the game; a brick left today can be dealt with tomorrow.

Watch the lowest rows. The danger is not the biggest brick but the one closest to the bottom: a low shot that clears the last row can save the game.

Frequently asked questions

Can I shoot horizontally?

Almost: aiming never goes below 15 degrees from the horizontal. A flatter shot would make the balls bounce between the side walls for a very long time.

Can a turn last forever?

No: every five seconds in the air the speed doubles on its own, up to 8×, and the ⏩ button shows where it is. The paths stay exactly the same. When the shot is over you go back to the speed you picked; if you were already at 8×, nothing changes.

Can I undo a shot?

Yes: the button in the top right takes the game back to before your last shot, once all the balls have come down. The first undo in each game is free; after that, each one is unlocked by watching a short video, as many times as you like. In the browser there are no videos, so you only get the free one.

What happens if I leave while the balls are still flying?

The shot in progress is not saved: when you come back you are aiming again, with the wall as it was before that shot.

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