caputchin/games/wall-smash
Bounce the ball off your paddle to smash every brick before time runs out.
- 아케이드
- 기타
실시간 미리보기
게임 미리보기를 불러오는 중…
From the project README
Fetched live from GitHub via jsDelivrWall Smash
Bounce the ball off your paddle to smash every brick before time runs out. A Caputchin first-party game, and a Breakout/Arkanoid take built on the Bevy engine (Rust compiled to WebAssembly), with two distinct looks: a flat top-down retro board and a real 3D arcade arena.
How it plays
The ball starts stuck to your paddle at the bottom of the arena. Launch it, then keep it in play by sliding the paddle under it, and clear the whole brick wall. Where the ball strikes the paddle sets its rebound angle, so you aim by position. Clear one wall and the next (a different pattern) drops in; clear the configured number of walls before the timer runs out and you pass. The countdown only starts once you launch the first ball, so there is no rush while you read the board.
A heads-up display along the top shows your remaining lives, the time left, the current wall, and your score, plus a button to mute the sound. On-screen prompts (built with the engine's own UI, not a web overlay) walk you through the round: a launch hint, a "Level N" toast between walls, a verified screen when you pass, and a round-over screen with a retry button if you run out of lives or time.
The launch angle and the starting wall layout are both seeded by the server, so the first bounce and the brick pattern differ every session: a memorized winning run does not transfer to a fresh challenge. The board is tuned to be solved in seconds, not minutes.
| Input | Keyboard | Mouse | Touch |
|---|---|---|---|
| Move paddle | hold Left/Right or A/D |
hold the left button and slide (paddle tracks the cursor) | touch and slide (paddle tracks your finger) |
| Launch ball | Space / Up |
click the board | tap the board |
Keep playing
Once you have passed, the verified screen offers a Keep playing button that drops you into endless bonus walls: untimed, no lives lost, each one a little harder than the last. It is purely for fun and never affects the verification (that was already submitted on the pass), so play as long as you like.
The two looks
The look is a skin the site picks (the retro light-theme skin or the
modern dark-theme skin), so it switches with the rest of the site's theming:
- Retro (the light-theme skin) is a flat, top-down board (the classic arcade read): blue grid field, colored brick rows, a cylinder paddle, a glowing ball. It runs on every device, including machines with software-only WebGL.
- Modern (the dark-theme skin) is a real 3D arena viewed from a top corner, with lit blocks, bloom, and contact shadows. It needs a hardware GPU; on a software-only renderer the game automatically serves the smooth retro look instead. Either look plays identically and replays the same on the server.
Customization
Everything is driven by caputchin.json and resolved by the
widget into the game's runtime context:
- Skins: every color is a site-settable preset.
backgroundandaccent(the glow and break-particle color) always apply;ballandpaddlerecolor those pieces; an optionalbrickcolor recolors the whole wall to one shaded hue, and leaving it unset keeps the default multi-color arcade wall. Ships withretroandmoderncolor presets. - Configurations: paddle width, ball speed, number of walls to clear, lives,
the solve time limit, and sound on/off (a player can also mute from the in-game
button). Ships with
default,casual, andhardcorepresets. (The 2D/3D look is a skin, not a configuration; see above.) - Languages: the HUD and on-screen prompts ship in 11 locales (English, Spanish, French, German, Portuguese, Russian, Arabic, Indonesian, Chinese, Japanese, Korean), rendered by the engine from a compact embedded multi-script font, with right-to-left support for Arabic. The widget picks the language from the visitor's locale.
Accessibility and support
Keyboard-, mouse-, and touch-operable, fully responsive (it reflows to any widget size and reframes the 3D camera live), with optional sound the site or player can disable. A hidden live region announces the game state (launch, level, life lost, verified, round over) to screen readers in the visitor's language, so the round is followable without sight. The core challenge is still a real-time aim-and-reflex task, so it is not screen-reader solvable; pair it with an accessible alternative challenge where that matters.
Add it to your site
Wall Smash embeds with a single element and runs sandboxed behind a Caputchin verification check, the same as every game in the pack. Preview it live and copy its embed snippet from the Caputchin marketplace.
License
MIT, see LICENSE. Built on the Bevy engine (MIT/Apache-2.0); all in-game art is generated procedurally at runtime, and the only bundled asset is a subset of the Noto Sans fonts (SIL Open Font License 1.1) for the on-screen text. See THIRD-PARTY-NOTICES.md.
Source: github.com/caputchin/games
위젯 번들을 로드한 뒤 아무 HTML 페이지에나 붙여 넣으세요(설치 참고). sitekey 자리표시자를 대시보드에 있는 본인 것으로 바꾸세요.
<caputchin-game
sitekey="<your_public_sitekey>"
game="caputchin/games/wall-smash"
></caputchin-game>검증은 게임과 나란히 실행됩니다. 폼은 caputchin-token에 래핑된 토큰을 받아 /siteverify를 통해 백엔드에서 검증합니다.
Caputchin은 이를 확인하지 않아요. 정확한 내용은 작성자의 저장소를 확인하세요.
- en
- zh-Hans
- es
- ar
- pt
- fr
- de
- ru
- ja
- ko
- id
- 텍스트
- 스킨
- 게임플레이
고객은 플랜에 따라 자신의 사이트에서 이 프리셋을 재정의할 수 있어요.
Caputchin
caputchin.com- 게임 ID
- caputchin/games/wall-smash
- GitHub 리포지토리
- caputchin/games
- GitHub 스타
- 0
- npm 패키지
- @caputchin/game-wall-smash
- 번들 진입점
- dist/wall-smash.js
- 선호 크기
- 440px × 340px
- 고정된 버전
- 0.2.3
- 번들 URL
- https://cdn.jsdelivr.net/npm/@caputchin/game-wall-smash@0.2.3/dist/wall-smash.js
- 하위 리소스 무결성
- sha384-1yNY4WnTeWfJHoSKU/1gPQ0Bnh3Ozfw/GqmdkkSDZy+BxV4GMDVjw5gCCluDBJo6
- 마지막 인덱싱
- 5 시간 전