Break Works
A wrecking ball, a stack of crates, and a limited number of throws. Nothing on screen is scripted: every block carries its own weight, and the pile comes down the way the pile wants to come down.
- Players
- One
- Controls
- Tap or click where the ball should land
- The bar
- Three stars on all twenty stages
- A run takes
- Under a minute a stage
- Runs on
- Any current browser, on a phone or a computer
Aim at a point, not a direction
You do not set an angle and a power. You tap the place you want the ball to arrive, and the cannon works out the arc that passes through it. That sounds like it removes the skill, and it does remove the wrong one: the question stops being whether you can hit what you meant to hit, and becomes which point in the stack is worth hitting.
Once the ball leaves, it is out of your hands. It lands, the stack shifts, and what happens two seconds later is not something anyone wrote down in advance.
Five materials, five ways of falling
Wood is the baseline. Stone is three times heavier and will crush what is under it if you can get it moving at all. The light blocks weigh almost nothing and skitter off the edge from a graze. Barrels roll, which is either the best thing on the board or the worst.
Glass is the one that changes how you plan. It does not need to be pushed off the platform — hit it hard enough and it shatters where it stands, taking its support out from under whatever was resting on it. A stage that puts glass in the middle of a column is asking a different question than one built out of wood.
Clearing the lot
A stage is done when nothing is left standing on the platform. Blocks count once they fall past the edge, and glass counts once it breaks. The platform is barely wider than the structure on it, so a block that is merely knocked sideways is usually a block that is on its way off.
Run out of balls with something still up there and the stage ends when the rubble stops moving. Nothing runs out while you are lining a shot up — the clock is kept, but it only separates two attempts that spent the same number of balls.
The balls you did not use
Your score is what is left in the rack. Stages hand you between three and fourteen, and finishing with half of them unused is worth three stars — a quarter is worth two. Clearing a stage at all is worth one, and there is no way to lose a star you have already taken.
Time is recorded too, and breaks ties between runs that used the same number of balls. The record is one run, not a best-of each column: the ball count and the time you see are both from the same attempt, and so is the replay stored next to them.
The same stage and the same taps always bring the stack down the same way, so a run is nothing more than the short list of places you aimed at — and that list fits in a URL. Share one and whoever opens it watches the collapse exactly as it happened for you. No video, no upload, nothing kept on our side.
Three habits that help
- Aim low. Taking a support out drops everything above it. Hitting the top of a tower knocks off one block and leaves the rest standing.
- Let the stack finish. Firing again while the pile is still moving wastes a ball on a block that was already falling.
- Treat glass as a fuse. It is the cheapest thing on the board to remove and often the only thing holding the expensive part up.
Twenty stages, in order
They start at a three-block tower with three balls and end at a fortress. The middle of the run is where the materials get mixed — pyramids with glass floors, barrels stacked on stone — and where the ball you save on one stage is the ball you wish you had on the next.
The game is in English and Japanese, chosen from your browser. Nothing is kept on our side: your stars, your times and your replays live on your device. See Games for the rest of the catalogue.