Launch is never straight up
The ball leaves the paddle at velocity (2.00, −2.80) — roughly 54° off the floor. Every serve is angled, so the rally starts with a diagonal immediately.
Canvas Arcade · Unit 07
Thirty-two cyan blocks, one yellow fuse, and a paddle that only answers to you. Edge hits throw sharp angles — dead-center hits throw nothing but trouble straight back up.
Operator's manual
The ball leaves the paddle at velocity (2.00, −2.80) — roughly 54° off the floor. Every serve is angled, so the rally starts with a diagonal immediately.
Contact position maps to horizontal velocity: clip the white tip and you get a steep sideways throw, catch it dead center and it climbs. Downward motion is always cancelled — the ball never leaves the paddle heading into the floor.
Brick hits are resolved by least-penetration: a top or bottom strike flips the vertical axis, a side strike flips the horizontal one. When two neighbours are touched in the same frame, only the closest is destroyed and only one bounce is applied — no tunnelling, no double flips.
Magnitude grows from 3.44 to 3.95 pixels per frame as the grid thins, and never past it. Three drops ends the run; 32 blocks clears the board for exactly 320.