Boing Bricks
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Boing Bricks
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How to play
- Pull back anywhere on the lower screen and let go: the balls fly the opposite way. Go back to where you started to cancel.
- Every bounce adds power: walls, ceiling and blocks. The dotted line numbers each bounce, so you can plan the shot.
- Tin blocks only crack at the power on their badge. Bank the ball off the walls first, or it just goes tink.
- A ball at power 6 or more pays double. Jelly and spring posts add +2 power.
- Blocks pushed off the shelf cost a cushion. Open the chest's lock before the cushions run out.
- Every level-up offers 3 cards: pick 1. The x3 button speeds a volley up, Recall ends it.
Controls
- Phone or tablet: Touch the lower screen, pull back and let go. The x3 and Recall buttons speed up or end a volley.
- Keyboard: β β turn the aim, Space or Enter fires, F x3 speed, R recall, H hold the wall, 1 2 3 pick a card. Esc pauses.
- Mouse: Press, drag back and let go to fire. Click a card to pick it.
- Gamepad: Left stick or d-pad aims, A fires, RB x3 speed, Y recall, X hold the wall. Start pauses.
Tips
- Aim at the walls, not the blocks: a ball that has bounced three times hits for 4.
- The badge on a tin block is the power it needs. Pick Peek to see more bounces on the dotted line.
- Clear the bottom rows first: a volley that lets blocks drop off the shelf costs a cushion.
- Power 6 or more pays double, so save a long bank shot for the biggest block.
About this game
Boing Bricks is a brick breaker with a bounce twist. Pull back on the lower screen and let go: a stream of balls flies up into a wall of toy blocks that creeps down one row after every volley. The more a ball bounces, the harder it hits: its power is 1 plus every bounce since launch, so a ball banked off both walls and the ceiling is a wrecking ball.
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That changes how you aim. While you pull, a dotted line shows the shot and numbers every bounce with the power the ball will have there, and the first block it meets says what the hit will do: "4 β hp 12 to 8". Jelly adds extra power, gift boxes pop their neighbours, spring posts never break, and tin blocks ignore any ball weaker than the number on their badge: a weak ball just goes tink. Bank it first and the tin cracks. A ball at power 6 or more pays double.
Level up and pick 1 of 3 cards: an extra ball, spring walls, splitting balls, Peek for a longer preview and more. Each of the five stages ends with a toy chest whose lock only cracks for a loaded ball. A volley that lets blocks drop off the shelf costs a cushion; lose all three and the box shuts.
Five short lessons teach it all. Then come back for the Daily Run (the same wall and the same cards for everyone today), a Weekly Giant Chest with bronze, silver and gold cups, and a ball in your Ball Pit for every day you played. Take turns on one device in Pair Play or the Daily Duel. Coins from play buy launchers, paints and hats in the Workshop; the Daily and the Weekly ignore every unlock.