Thanks for feedback. I'll see what I can do with cursor getting out of the play window, would cursor lock be a solution? (click once to lock, click twice to unlock).
Yeah the physics, this is ~ 5th internal version already, there were more pronounced corner angles at some point, but it got unplayable.
Big block levels; The idea is to encourage the player to find two bounce solutions, where first bounce is spinned and 2nd would be to 'correctly' translate that spin into upward speed.
Thanks for feedback, it appears I need DeviceOrientationEvent.requestPermission() call before the game can tilt (Maybe in next version), and I can't force a true programmatic fullscreen mode using standard JavaScript code on iOS 13 and newer.
There is a triple dot menu at the top, and then click the ball and it should present with 4 different type of mobile controllers (one being tilt for example). p.s. I haven't tested the game on mobile devices much, I haven't tested iOS at all.
iOS is a pain. Things like sensor data need to be activated in a certain order (like.. before other events etc). The tilt doenst work on iOS (you should get a dialog box that requests access).
Counter will be disabled in the near future, thanks for feedback.
According to the plausible we got staggering 82 hits since yesterday. Roughly 50% desktop and 50% mobile, with average time on page 1 minute and 24 seconds.
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